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Created page with "## Exploration, Time & Recovery ### Exploration ### Time Time is either mostly hand-waved or tracked somewhat closesly depending on the types of actions being taken by the players. For instance, an open melee is tracked on the scale of seconds, as the minute-to-minute action will have a profound effect on each character involved. This will require proper **Turns** to accomplish. Conversely, when haggling with a guard over traveling papers at the gate to a new town, th..."
 
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## Exploration, Time & Recovery
== Exploration ==
### Exploration
== Time ==
### Time
Time is either mostly hand-waved or tracked somewhat closesly depending on the types of actions being taken by the players.  For instance, an open melee is tracked on the scale of seconds, as the minute-to-minute action will have a profound effect on each character involved.  This will require proper **Turns** to accomplish.  Conversely, when haggling with a guard over traveling papers at the gate to a new town, the time will be broken up into **Scenes** of an undetermined duration.  One Scene may take only a few minutes to pass, while another includes the passage of several months.  It is all up to what fits the narrative best at the time
Time is either mostly hand-waved or tracked somewhat closesly depending on the types of actions being taken by the players.  For instance, an open melee is tracked on the scale of seconds, as the minute-to-minute action will have a profound effect on each character involved.  This will require proper **Turns** to accomplish.  Conversely, when haggling with a guard over traveling papers at the gate to a new town, the time will be broken up into **Scenes** of an undetermined duration.  One Scene may take only a few minutes to pass, while another includes the passage of several months.  It is all up to what fits the narrative best at the time
#### Turns
=== Turns ===
- **Combat**: Combat Turns are used almost exclusively for actual combat and represent the passing of roughly 10 seconds.  Just enough for a few swings of a sword or a dash for cover
- **Combat**: Combat Turns are used almost exclusively for actual combat and represent the passing of roughly 10 seconds.  Just enough for a few swings of a sword or a dash for cover
- **Crawling**: Crawing Turns are used for either narrative actions when time tracking is important, or more often, for exploring adventure locations such as dungeons.  A Crawling Turn is about 10 minutes long and allows for a single substantial action, such as searching a wall, interacting with a trap, picking a lock or moving cautiously to the next room
- **Crawling**: Crawing Turns are used for either narrative actions when time tracking is important, or more often, for exploring adventure locations such as dungeons.  A Crawling Turn is about 10 minutes long and allows for a single substantial action, such as searching a wall, interacting with a trap, picking a lock or moving cautiously to the next room
- **Camp**: Camp Turns are similar to Downtime in that it represents a time for rest and recovery, but different in that it represents only a few hours of time passing and only a single Camp Turn can occur per day.  Even this single Camp Turn per day is not guaranteed, however, as many times the nature of travel allows a proper Camp site only once every several days.  Camp does require a safe place to relax, which may be a wilderness cottage in the best of circumstances, but is often simply a group's tents around a campfire.  If a group is currently taking a rest or break from adventuring but allowing several weeks to pass before their next action would not make sense for the story, then a Camp Turn is likely the appropriate solution
- **Camp**: Camp Turns are similar to Downtime in that it represents a time for rest and recovery, but different in that it represents only a few hours of time passing and only a single Camp Turn can occur per day.  Even this single Camp Turn per day is not guaranteed, however, as many times the nature of travel allows a proper Camp site only once every several days.  Camp does require a safe place to relax, which may be a wilderness cottage in the best of circumstances, but is often simply a group's tents around a campfire.  If a group is currently taking a rest or break from adventuring but allowing several weeks to pass before their next action would not make sense for the story, then a Camp Turn is likely the appropriate solution
#### Scenes
=== Scenes ===
- **Narrative**: Nearly all Scenes are of this type, representing anything from a strenuous climb up a sheer cliff to an intense research session in a library and anything in between.  Because of this, there is little guidance on the amount of time that can pass during a Narrative Scene.
- **Narrative**: Nearly all Scenes are of this type, representing anything from a strenuous climb up a sheer cliff to an intense research session in a library and anything in between.  Because of this, there is little guidance on the amount of time that can pass during a Narrative Scene.
- **Travel**: Travel Scenes are used to track the progress of overland travel, representing anywhere from 6 hours to a week or more.  This type of Scene is used for tracking the movement of wagons across the open plains, a hunter searching for his prey or a scout venturing into the wilds for an ambush
- **Travel**: Travel Scenes are used to track the progress of overland travel, representing anywhere from 6 hours to a week or more.  This type of Scene is used for tracking the movement of wagons across the open plains, a hunter searching for his prey or a scout venturing into the wilds for an ambush
- **Downtime**:  
- **Downtime**:  
### Recovery
== Recovery ==
long rest/downtime
long rest/downtime
sleep/camp
sleep/camp
cooking
cooking
tapping mana
tapping mana

Revision as of 02:46, 23 January 2026

Exploration

Time

Time is either mostly hand-waved or tracked somewhat closesly depending on the types of actions being taken by the players. For instance, an open melee is tracked on the scale of seconds, as the minute-to-minute action will have a profound effect on each character involved. This will require proper **Turns** to accomplish. Conversely, when haggling with a guard over traveling papers at the gate to a new town, the time will be broken up into **Scenes** of an undetermined duration. One Scene may take only a few minutes to pass, while another includes the passage of several months. It is all up to what fits the narrative best at the time

Turns

- **Combat**: Combat Turns are used almost exclusively for actual combat and represent the passing of roughly 10 seconds. Just enough for a few swings of a sword or a dash for cover - **Crawling**: Crawing Turns are used for either narrative actions when time tracking is important, or more often, for exploring adventure locations such as dungeons. A Crawling Turn is about 10 minutes long and allows for a single substantial action, such as searching a wall, interacting with a trap, picking a lock or moving cautiously to the next room - **Camp**: Camp Turns are similar to Downtime in that it represents a time for rest and recovery, but different in that it represents only a few hours of time passing and only a single Camp Turn can occur per day. Even this single Camp Turn per day is not guaranteed, however, as many times the nature of travel allows a proper Camp site only once every several days. Camp does require a safe place to relax, which may be a wilderness cottage in the best of circumstances, but is often simply a group's tents around a campfire. If a group is currently taking a rest or break from adventuring but allowing several weeks to pass before their next action would not make sense for the story, then a Camp Turn is likely the appropriate solution

Scenes

- **Narrative**: Nearly all Scenes are of this type, representing anything from a strenuous climb up a sheer cliff to an intense research session in a library and anything in between. Because of this, there is little guidance on the amount of time that can pass during a Narrative Scene. - **Travel**: Travel Scenes are used to track the progress of overland travel, representing anywhere from 6 hours to a week or more. This type of Scene is used for tracking the movement of wagons across the open plains, a hunter searching for his prey or a scout venturing into the wilds for an ambush - **Downtime**:

Recovery

long rest/downtime sleep/camp cooking tapping mana