Picaroon Jack
And the Brothers Slack
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- Jul 6, 2018
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Says in the write up above it something about a ritual that made people pregnant with some monstrosity.
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No but there is an episode of the Fear of a Black Dragon podcast where they discuss it in detail that may help.
Did you use a trimmed down version of something like Hearthfire for that or did you gin up some mechanics on your own?I made a deep dive incursion based on dwarven ruins deep in a mountain (like Moria & Skyrim), and built in the option of a secure basecamp down in the ruins to allow them to rest/repair without having to backtrack and return to town. It worked great.![]()
Totally trimmed down Hearthfire to include basically just lowering ruin by one and repairing one piece of gear.Did you use a trimmed down version of something like Hearthfire for that or did you gin up some mechanics on your own?
That's a slick answer. You can do a lot more with Trophy when there isn't the burning need to get back to town quite as often.Totally trimmed down Hearthfire to include basically just lowering ruin by one and repairing one piece of gear.
I know there is some Travel move in Silt Verses, but I've not checked it out yet.Now I feel like ginning up some actually journey rules for TG, just to see what that would look like.
I was thinking more of looking at burdens (as an idea) and working in some sort of equivalent resource mechanic for journeys. The trick is keeping the mechanics light when the usual approach is often quite book-keepy.I know there is some Travel move in Silt Verses, but I've not checked it out yet.
It seems like with Trophy Gold, the travel is mostly "And it was really arduous, but now you are there." LOL
The journey sheet is essentially hearthfire plus supply tracking in terms of its place in the game. The idea of foraging for supplies was indeed going to be built into the hunt token economy. Hunt tokens can be exchanged for X supplies (I don't have the math done, or even started). Essentially a journey can be extended via foraging but I think the economy there will be somewhat scant and there is of course the danger of making a hunt roll in the first place. A journey will accrue hunt rolls as it moves toward it's planned destination and those can of course be spent to gain supply but at the cost of slowing down or extending the journey.Journey Sheet = manifest?
Any thought given to foraging for supplies? Or is that built into potential Hunt Token spends?
Gold is gold, so completely fungible as the rest of the game sort of requires. Supply is a more interesting case. One option is to be able to hold supply for a subsequent journey. Converting supply into gold should certainly be possible and I was considering some kind of trade mechanic. This might provide a set exchange rate and perhaps the possibility of a risk roll to try and get a better deal.Would gold and supply be fungible?
As in, at the end of a journey could remaining supply be turned back into gold?
Those are mostly contained in the new rule books, as is Hearthfire. I'd probably just get the new books, which are gorgeous.Quick aside: are there other Trophy Gold rules expansions in Codex issues besides Hearthfire that are worth getting?
The Academy Chrysalis incursion has some cool rules on turning information to Gold and then what that information can do to the world once it is released. There was talk of including it in Trophy Gold officially, but it didn't happen.Quick aside: are there other Trophy Gold rules expansions in Codex issues besides Hearthfire that are worth getting?
Hmm. Yeah, investment is an idea that might have legs. I also want the rules set to be in play form the get go (when no one has horde), so taking out loans from dodgy patrons still plays a part. The general idea of servicing burdens needs to remain in play somehow to keep the right kind of pressure on the players.In the base game, Hoard can't be touched. What if Journey is way to risk Hoard?
Like, starting a Journey requires investment of X hoard. At the end of a UVG style journey with trade etc. baked in, it's possible to get the investment of Hoard back plus some extra, and also possible to get back less than the Hoard invested.
Turn it into a risk/reward system to potentially grow Hoard, basically.
I'm tinkering with using the combat mechanic to do foraging. So the GM sets the Difficulty (Endurance) and caps totals foraged supply possible both based on weather and terrain. The players roll a weak point as normal, and also as normal a black die per PC involved in the foraging. The best two black dice have to match or beat the difficulty in order to find useful forage. If any dark dice equals your weak point you take a condition due to mishap (not ruin like in combat). You then roll a number of dice equal to the difficulty and any 6s that come up result in one 'supply'.Journey Sheet = manifest?
Any thought given to foraging for supplies? Or is that built into potential Hunt Token spends?
So while in the journey phase supply can, in addition to the above, also be used as trade goods. The number that the group can attempt to trade ranges by settlement size from 1 at a farm or hamlet to 'All' in a city. The seller makes a modified risk roll, taking a white for skill or background; another white for a devil's bargain; and possibly a black die if they are willing to lie and cheat as part of the process. On a 1 there's no trade and something bad happens, on a 2 no trade can be made; on a 3-4 1S=1Gold; and on a 5-6 1S=2 Gold. Help can be added to the roll, and matching any of the dark dice results in a condition rather than a ruin.Would gold and supply be fungible?
As in, at the end of a journey could remaining supply be turned back into gold?