a land overrun by monstrous civilizations; mad wizards in lost towers; labyrinthine, inexplicable underworld dungeons; forgotten ziggurats of demon-worship; secret temples of forbidden rites; cities ruled by unprincipled despots; lost societies of Neolithic savages; vast unexplored wastelands; enigmatic ruins beneath the seas; frozen citadels atop colossal mountains – from the Solstice Introduction as quoted by Sham aka Dave
I like it. 😄
Recently I took a look at the Wilderness Survival Guide for AD&D 1st ed. Man, all those useless tables – did anybody ever use those? I recently played through River Into Darkness with my players. It also featured rules for regular saving throws due to the oppressive heat and penalties for heavy armor, etc. I didn’t use them. Do your players enjoy these things – or do they enjoy planning around these things using spells or switching armor?
I usually just limit myself to the trees rising like giants, crowding in on the river, the vines dangling down, the ship tearing some of them down occasionally (and we also had a fight with a vicious monkey tribe thus disturbed, so players were paying attention to the trees), the machetes required to move through the jungle unless you are a half-naked savage used to these lands.
#RPG #thoughts #Setting
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I like stuff that makes the players aware of and reacting to the environment, but I hate extra book-keeping. Savage Worlds’ Hazard rules for heat and cold are about the right level of detail for me. I’d certainly contemplate having some extra modifiers for trying to wear plate armor while hacking through a jungle, probably as a penalty on the survival rolls; I certainly wouldn’t go as far as having a special-purpose chart.
– Joshua 2008-10-23 15:17 UTC
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Can you provide a short summary? I faintly recall somebody saying that they used food problems like random encounters. One entry in the random encounter chart just says “food problem” – and idea I will be using in my own games. What an awesome idea. If you roll the number your rations will have mold, or your water skins will be pierced, etc. It’s easy to keep track of, and it works as inspiration for further adventure. I like it. If the hazard rules you are referring to would work similarly, that would be great.
– Alex Schroeder 2008-10-23 23:32 UTC
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I don’t make players keep track of characters’ food and water needs, just like I don’t make them keep track of characters’ bathroom breaks.
That said, I may introduce modifiers if they’ve been wandering in the desert for a while, or are otherwise affected by a harsh environment.
– Brent P. Newhall 2008-10-24 13:19 UTC
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So you just say “you’re at -2 while travelling through the desert” or do you make them roll saving throws? Do you make them roll their saves daily, hourly, or only when required, ie. when a fight is imminent? I guess the last option might also work for me.
– Alex Schroeder 2008-10-24 14:41 UTC