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Sudden Real
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Registered: 12-2003
Posts: 104
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Re: WHQ 2nd Ed - Travelling and Settlements
quote: AncientNomad wrote:
Or if you put in a skill such as speechcraft and have the warrior talk his way out of marrige or similar.
Finally some use for the Warrior Action "Bluffing Enemies". Maybe some of these events or even new ones, could be resolved by some Warrior Actions, and maybe these Actions can finally step out of the shadow and be noticed by some players.
Just imagine:
The Barbarian rolled a 1 in his Duel and is about to get killed...
-"The Duellist easily disarms you and prepares to strike in a vital part..."
-"Uhm, I resist the urge to protect my vital parts and barge him aside to make a run for it..."
-"That works, you flee the scene and get out of town in a haste..."
This could work.
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23/Apr/2005, 11:05 pm
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thecustodian
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Registered: 04-2003
Location: The Temple
Posts: 809
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Re: WHQ 2nd Ed - Travelling and Settlements
That is much more interesting. I guess the town events are there for 'advanced' but not 'roleplay' games? Also travelling hazards.
Perhaps we just ought to introduce 'situations' that affect/afflict the warriors on a regular basis? We provide the situation and the possible outcomes, they have to find a way of getting from one to t'other.
I.e. duel- present it. There's five endings- run out of town, amicable resolution, kill, killed or where it turns out the duellist is in fact a Greater Daemon of Khorne and he eats the warrior's granny.
The warriors have to try and get out using their skills, and the choices and rolls they make decide which result they get. The GM can also approximate another result.
Sorry if I'm stating the obvious/restating things others have said. Well, not that sorry...
This would take longer though. Perhaps we ought to say 'one event per settlement', with a chance of triggering others.
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24/Apr/2005, 1:39 am
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AncientNomad
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Registered: 04-2004
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Posts: 102
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Re: WHQ 2nd Ed - Travelling and Settlements
quote: thecustodian wrote:
This would take longer though. Perhaps we ought to say 'one event per settlement', with a chance of triggering others.
This would be interesting, you would have one (or perhaps as many as three) events that are treated as major events, instead of rolling on the settlement events table... and if these new, bigger events would in some way trigger some smaller it would probably add some change to the system.
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24/Apr/2005, 8:36 am
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Black Drazon
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Registered: 04-2005
Posts: 217
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Re: WHQ 2nd Ed - Travelling and Settlements
Macro events! I love it! Sure, it'll mean some tweaking of the table, but it insures the game won't become boring while at the same time removing the boring nature of the D66 table (36 possibilities do not a lifetime of events make).
I'm going to try to move the thought train along here to some nitpicking. Dealing with the contents of the table, like with Character Generation, will be projects that can work in the background (in fact, another thread could work if everyone approves the Macro events).
Meinwhile, I'm going to nitpick. Travelling first. IF we approve the Macro Events, we should cut travel time from settlement types by half (1 for villages, 2 for towns, 3 for cities) even though they represent 2 weeks, 4 weeks, 6 weeks. Or do we even want different cities? This may be something better discussed when we nitpick settlements, though.
Also, the rules for animals and carts bother me just a little. Does it seem logical that the warrior on the mule sticks around for one less event than the others and then breaks for the city? Naturally, animal rules would have to be macro-ized as well. *enjoys the word macro far too much*
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24/Apr/2005, 3:25 pm
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thecustodian
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Re: WHQ 2nd Ed - Travelling and Settlements
I still nurture a dream of someone coming up with a map for travelling, allowing the warriors to travel as suits their situation, and head for villages or cities as they like.
Yes, the animal rules are now obsolete. Perhaps we ought to regenerate them as rules for carrying stuff?
Just a thought- events. We could stick all events, hazards and settlement events on one massive table, with clearly settlements towards the end, travelling hazards at the beginning, and encoutners and dungeon events in the middle. Then you just roll whenever anything happens, with +/- based on where you are.
Okay, that's a terrible idea. Forget it.
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24/Apr/2005, 6:06 pm
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Blackheart Ranger
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Registered: 04-2005
Posts: 52
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Re: WHQ 2nd Ed - Travelling and Settlements
quote: thecustodian wrote:
I still nurture a dream of someone coming up with a map for travelling, allowing the warriors to travel as suits their situation, and head for villages or cities as they like.
We could just kopy a grid over the map in the book and one square is one Week. That way it will take the Bretonian K. one week to Loren forest or 3 weeks to Altdof or again 5-7 weeks to the badlands - or someting.
quote:
Yes, the animal rules are now obsolete. Perhaps we ought to regenerate them as rules for carrying stuff?
I think the animal rules just need a litle adjustmen, and if the wizard leaves the other warrior alone in the forest to fight an hoard of goblins, well I guess the wizard probably will NOT be invited to the next adventure :-) .
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24/Apr/2005, 10:08 pm
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Sudden Real
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Registered: 12-2003
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Re: WHQ 2nd Ed - Travelling and Settlements
How about the animals become an extension of the encumbrance rule? The warrior decides what kind of equipment he leaves on the animal, and can now carry more. Of course he can't use that item anymore in the dungeon, and if the animal gets stolen, well, he lost all that stuff too.
On one hand, he can carry more, but on the other, he can loose it more easily...
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24/Apr/2005, 10:56 pm
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Black Drazon
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Registered: 04-2005
Posts: 217
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Re: WHQ 2nd Ed - Travelling and Settlements
How about this? The distance <=3 weeks is more or less negligable to a horse. It'll take you 3 weeks on foot, 2 weeks and two days by horse or something. Negligable. However once longer trips come into play, such as to the Badlands or Cathay, the beasts can come into play in style.
Alternately, we can say the beasts only matter if the party travels at the same speed? After all, they'd still be avaliable for our new, improved Macro Events the players would have to work their way out of.
The problem with both these solutions is that the party's top speed is that of it's mule-riding Dwarf :P.
I definitely like the encumbrance suggestion.
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25/Apr/2005, 12:11 pm
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Bruno
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Registered: 04-2003
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Re: WHQ 2nd Ed - Travelling and Settlements
About travelling
Another idea but not a good one because nothing has been written
Do you know Irionwulf website?
Its website have very good rules to travelling to settlement.
http://community-2.webtv.net/irionwulf/IRIONWULFS/
He used hexagon maps and generate event in function of the actual terran.
I always think to revise the game by mixing these rule and the hexagon maps from mighty empire
http://www.specialist-games.com/warmaster/mempires/downloads.htm
The idea is to create a map and discover town and dungeons by discovering the hexagons
What do you think?
--- Bruno
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25/Apr/2005, 7:06 pm
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AncientNomad
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Registered: 04-2004
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Re: WHQ 2nd Ed - Travelling and Settlements
quote: Bruno wrote:
The idea is to create a map and discover town and dungeons by discovering the hexagons
What do you think?
I think this sounds really interesting, it could work out very well indeed!
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26/Apr/2005, 12:54 am
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