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Posted by : Unknown May 20, 2014


The camp site, just another place to get harassed by random Orcs. It might just be me, but I hate random encounters. I want a better reason than, "they attacked you because they are orcs, and I rolled it on the chart." Beyond that, I want the campsite to be a place where RP can actually happen, rather than a means to an end like refreshing spells. In the vain, started by Telecanter's Receding Rules and The Signe of the Frothing Mug, I give you some suggestions on how to make the campsite more important to the characters. I am not going to go into great detail about this stuff. I recommend reading Telecanter's blog for the longer version. Campsites can be used in many different settings, so don't feel restricted to fantasy adventure. It can just as easily function in post apocalypse, scifi, or even modern game.

Food & Drink

Campsites are a great way to work around using rations. Hunting can supplement your supplies. You should take some time to think of game, in the area. This too can be a "random" encounter but its less forced. Players can make Tracking Roll to find game in the area, and begin the hunt. This can lead to players getting in over their heads, sometimes. Maybe, while tracking a deer they stumble across an angry bear. Now you can throw in a chase, if the players do not immediately try to take it down. Fishing is also an option, if the area has water near by. And if you are in a post apocalypse, maybe your just scavenging for Twinkies in a dead city. This can lead to cooking. If you want to roll it I would suggest Common Knowledge, because people cook generally what they grew up with. This can lead to some interesting RP, as characters from different places try foods from other regions. They may think the food is weird or even bad. 

If you want to add a mechanical reason to help motivate players how about this, with fresh food provided players may add +1 to a Trait Roll for the next day.

Music/Stories (Interludes)

This is more related to fantasy adventures, but again that can go for anything. I would treat this as an Interlude. Nothing in the book says an interlude has to be story, explicitly. Beyond that, music has always been a form of storytelling. For the players, I would make them give an interlude, like normal, from the book, but say at the beginning that they want to tell the interlude as a song. I would even give a player an extra benny, if they actually had a story written up, in song format for the table. Think back to, in the hobbit, when the Dwarves sang in Bilbo's house. The words to that song are a story, and that is an interlude friend. Keep in mind, though, this should not be the only time an interlude can be done. One of the best ideas for an interlude I have heard was in the middle of Mass Combat. Basically, they used it as an inspiring speech for the troops, giving the inspiration boost and gain a benny for the interlude.

Gear

Pretty strait forward here. In the real world, weapons and armor require maintenance. You could use a system like Telacaster's gear rating. I would modify his simplified rule system, by saying that weapons have three conditions: sound, damaged, and ruined. You give weapons a rating from 1-5 to show the craftsmanship that went into making it. 1 for mastercrafts, 3 for standard items, and 5 for ruined. If a player gets snake eyes, on his trait dice, to attack the weapon becomes damaged. Damaged weapons go down a rank. With this system it would make the item less effective. So, say you go to a master sword maker and get a +1 Katana and like a good GM he names it something cool like Sekisetsu (Snowfall). Well, Sekisetsu has been with me for some time and I finally rolled a 1 on my dice. Dropping the quality from 1 to 2, no change yet, but if I get down to a 3 I treat it like a normal weapon. At 4 the trait rolls with that weapon would get a -1, at 5 a  you get a -2 penalty to trait rolls with the weapon. Any damage, further, to the weapon would destroy it. In the case of armor, I would just use the normal Breaking Things rules. I would also use the Breaking Things rules, if you have characters trying to destroy weapons, but maybe raise the toughness of items with higher quality, to show the higher craftsmanship. As for repair costs, for weapon maintenance I would make it simple, half the price of the weapon if it was new. Magic weapons may need to be returned to their makers for repair beyond rating 3. This means having good relations with the weapon-smith actually has merit. Of course, nothing is stopping a player from becoming a smith, but it will make them that much more important. With the right tool, they may be the groups weapon-smith. The search for rare materials can even be used as an adventure.

The Hearth

This is actually my favorite part of the whole thing, the idea of a hearth magic steeped in tradition. This spawned from a previous post he wrote:
"A cleric, or anyone versed in the Old Ways, can take a stone weighing a half-stone or more from the night's fire.  By incorporating it into the next night's fire ring they make that fire a hearth.  Each night of doing so makes the hearth magic stronger.  Undead and shape changers can not enter the light of a true hearth. 
Half-stone is ~7 pounds which is one of my simple encumbrance slots.  I'm not interested in the bookkeeping part now.  Maybe just, using the hearth a second time on gives the protection, but skipping a use in a fire will mean you have to break the stone in again.  Particularly old stones taken from ruins or abandoned cottages might function as magic items that give extra bonuses."
I would also like to mention the bit added by Josh Graboff:
"Furthermore, Osvean priests (who are priests of the hearth) may bless each campfire to provide a CoP Evil 50' if they cast a bless spell on it when it is built. The Circle of Protection vanishes once the fire goes out for any reason." 
For Savage Worlds I would make it something like:
Those who have the Arcane Background(Miracles) may take a stone weighing, a half-stone or more from the night's fire. By incorporating it into the next night's fire ring, they make that fire a hearth. Each night of doing so makes the hearth magic stronger.  Casting Hearth Blessing when the fire ring is complete:
Hearth Blessing (Heavily modified Barrier with influences from Protection) Rank: Novice
Power Points: 2
Range: Touch
Duration: Special(Until the fire goes out)
Trappings: Material (Hearth Stone weighing a half-stone pr more), Completion (Create a fire ring), Prayers, Gesture, Invisible, and Intangible  This power create an aura around the campsite, starting with a small burst template. For every new fire ring created with a Hearth Stone from the previous nights fire you may increase the burst template used until reaching the Large Burst Template. Those within the template receive a +1 to Notice, Vigor rolls for Natural Healing and Fear Checks. With a raise this increases the bonus to +2. If the fire goes out for any reason the spell's effects end. If camp is not made every night you must start over with a small burst template.
A supernatural creature that wants to directly enter the burst template must first win an opposed test of its Spirit versus the caster’s arcane skill roll for the Hearth Blessing spell.
This makes protecting your fire all that more important. It gives you protection and light. Players will want to make camp to get these minor bonuses.

In General

Keep in mind, you should also consider bonuses and penalties for the quality of the campsite, making finding a good campsite its own little adventure.








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