Re: Travel in Moria: Rules
Posted: Mon Jul 21, 2014 9:15 am
This thread is getting very interesting. I think it calls for some playtesting.
Yes, "Darkness" is an important theme for dungeon crawling. I keep thinking about how to incorporate it, but I don't want to make players track number of torches or pints of oil.Rocmistro wrote:Elf:
-Lighting (Or Darkness)
I think Corruption checks ("despair") covers this.-Fear Level (I think I'd call this the "Doom" level)
To some extent this is covered by the forthcoming Eye of Sauron mechanics. But I believe you mean "discovery by local denizens." I think I'll leave that as belonging to dungeon-specific Plot Locations.-Detection Level
Mmmm...I'm not sold on that yet (but still listening if you want to explain.) Although the maps are abstract, they do represent physical layouts, not just game state, and I'm not sure I like blending the two.Also, what do you think about adding in "Lost" as a network icon on the actual map itself, with every chamber having a one-way connection to being lost, and lost having a several step process moving out of it. It would looks something like this:
[All other possible rooms] > [Lost] > [Disoriented] > [Back on Track] > {regular room of player's choosing, from which they can proceed as normal}
I mentioned light sources earlier, and I put rations/water in the same bucket (no play on words intended). I'd like for those to be considerations, without having to count hours or track rations. Originally I was thinking that each Trial would take X hours (4? 8?) but that felt like a lot of bookkeeping and not in the spirit of TOR. I'm totally open to suggestions of alternate ways to incorporate it.The big things that the characters lose should be:
-Endurance
-Fatigue (gain)
-Hope Loss
-Shadow (gain)
-Lost time (especially if the mission is a time sensitive one)
-Rations/Water
-Light sources
I use poker chips on the table to represent the Fellowship Pool so a pool of 'torches' might work well in a FTF game. Single and five torch tokens to allow for say ten torches per character and having a Eye result in a dropped or expended torch might work to build suspense. I used the mechanism from Tales for my travelling in Moria notes.Yes, "Darkness" is an important theme for dungeon crawling. I keep thinking about how to incorporate it, but I don't want to make players track number of torches or pints of oil.