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Black Drazon Profile
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Lord

Registered: 04-2005
Posts: 217
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WHQ 2nd Ed - Travelling


Let's fill the lull in conversation while you all let me slowly do these tests, all alone, with discussion of what precisely is going in to our new travelling system.
25/May/2005, 5:40 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
Sudden Real Profile
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Lord

Registered: 12-2003
Posts: 104
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Re: WHQ 2nd Ed - Travelling


I used a mapbuilder (I think you can download it on the general board) to make my own map.

The plan was each square you pass is a week, while a mountain (if there wasn't a predetermined mountain pass) was three weeks to pass. Of course, for this system it would be best to make different tables, depending on what terrain you passed (mountains would mean more events like Rockfall, Quake and such, while forests and farmlands would be Wagon Train, Massacre and Pedlar), but since I didn't have as much time as I thought when I came up with this, I haven't made made any tables.

Using a (general) map would also mean you know how long it will take to make the journey and maybe plan a route to lead you closer to someplace else that might be more interesting. It would also make things a bit more realistic, since most quests will be found in big cities which in the past took always the longest to get back to before you could claim your reward. The downside however is that you would have to roll events when you're going to the dungeon as well...
25/May/2005, 10:46 am Link to this post Send Email to Sudden Real   Send PM to Sudden Real
 
BassJam Profile
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Lord

Registered: 07-2003
Location: Philadelphia
Posts: 542
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Re: WHQ 2nd Ed - Travelling


BD, was it you who made the traveling rules for Sylvania? Either way, I like them and wouldn't mind seeing them adapted.

Also, it would be fun to have different d66 tables for each location/battle-level but stack them so that traveling is not SUCH a PITA (Pain in the Ass!)

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
2/Jun/2005, 10:35 am Link to this post Send Email to BassJam   Send PM to BassJam
 
Black Drazon Profile
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Lord

Registered: 04-2005
Posts: 217
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Re: WHQ 2nd Ed - Travelling


How would you suggest, BassJam? Really, anything works. There was once a suggestion to cut it down to one major event but the map-based solution has the limelight now. If anyone can find a way to keep things from becoming such a... a PITA... please say so!

At least say what you think is wrong. I'm afraid we sort of skimmed travel by accidently putting it hand in hand with Settlements.

PS: lol, yeah, that was me. I'll see what I can do about them.

Last edited by Black Drazon, 2/Jun/2005, 1:59 pm
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SanFongLong Profile
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Novice

Registered: 05-2005
Posts: 7
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Re: WHQ 2nd Ed - Travelling


I have a question to do with the map based option for travelling.
  If we do use the map based solution are we also going to be using random directions as to where the next location/dungeon is going to be? I only ask as I haven't seen any maps with anything except major cities and towns located on it, so unless all GM's make up names for towns and decide what terrain they want the warriors travelling through how will you decide where on the map you are going?
  Apart from that I could see it being a very useful addition where you could use a D66 chart that is dependent on major physical features of the terrain you travel through, for example events for crossing rivers, mountains, forests and towns etc.
4/Jun/2005, 2:59 pm Link to this post Send Email to SanFongLong   Send PM to SanFongLong
 
BassJam Profile
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Lord

Registered: 07-2003
Location: Philadelphia
Posts: 542
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Re: WHQ 2nd Ed - Travelling


I have an awesome map of the Old World I use - I'm not sure how to get it to everyone - it's actually a Dungeon Master's screen for the Warhammer World! It contains all sorts of cities, towns, dwarven citadels, forts, etc. I could scan it in B&W but that would lose all the color. I can't legally make copies really because I think the product is still sold. I bought mine just a couple years ago from a store that stocks WFRP stuff...

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
5/Jun/2005, 2:00 am Link to this post Send Email to BassJam   Send PM to BassJam
 
Black Drazon Profile
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Lord

Registered: 04-2005
Posts: 217
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Re: WHQ 2nd Ed - Travelling


SanFongLong is right... while WHQ is assumed to take place in Dwarfen Ruins and World's Edge greenskin forts (read: Dwarfen Ruins all over again), the fact is that it really doesn't from the view of a narrative. We'll need some way of determining the next adventure's locale.
5/Jun/2005, 2:45 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
golembane Profile
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Lord

Registered: 08-2004
Posts: 100
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Re: WHQ 2nd Ed - Travelling


I believe we were talking a while back about having charts for 'themed'dungeons. Where it wasmostly orcs and vermin but no skaven and whatnot.

Why not simply add a piece to that chart that that says location: Karak-Varn(generic dwarf runes name)

And all those mobs located in that dungeon are based around goblin types.

Location: Slyvania would have different versions of undead.

location: Undercity is for a skaven themed dungeon.

Think you get the point.
5/Jun/2005, 6:43 am Link to this post Send Email to golembane   Send PM to golembane
 
SanFongLong Profile
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Novice

Registered: 05-2005
Posts: 7
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Re: WHQ 2nd Ed - Travelling


I think Golembane's suggestion is sound but we would have to decide on what generic lists to create as not every band of adventurers will be going out hunting the predominant enemy in a specific region. In some cases we would need to use opposition related tables rather then just region specific. What I mean is if you send your band of adventurers chasing a necromancer or Chaos cultist into the World's Edge Mountains there is a chance you will come across orcs as well as the undead or chaos.
  To this end I suggest we do use the regional bestiary as well as a generic one based on enemy. So for example racing a necromancer to find an artifact in orc territory would require that you use the regional table as well as an undead one for that region.
 A simple solution would be to use the bestiary of the adversary you are pursuing (unless the GM decides otherwise) and then simply use the regional one for unexpected events and travelling. (If something like that happens)
5/Jun/2005, 10:52 am Link to this post Send Email to SanFongLong   Send PM to SanFongLong
 
Sudden Real Profile
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Lord

Registered: 12-2003
Posts: 104
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Re: WHQ 2nd Ed - Travelling


I think that's a good suggestion. Make a generic area bound bestiary, and a "chance encounter" table of what critters you can encounter that are "foreign" to the region, based on what regions are next to it. So Sylvania, normally crawling with Undead, can suddenly have a dungeon filled with Orcs, who came expanding their territory since the area next to Sylvania is Orc Homelands (don't know if the example is right, but you catch my drift). Undead on the other hand, won't be seen in the Vaults, which are crawling with Skaven, as it's too far from Sylvania (unles the DM decides otherwise of course).

This will keep the warriors on their toes, as they have the chance of meeting another species than is native to the region.
5/Jun/2005, 1:39 pm Link to this post Send Email to Sudden Real   Send PM to Sudden Real
 


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