Saturday, November 11, 2017

When you come back from an adventure, roll 2d6. On a 10+, choose all. On a 7-9, choose 2. On a 6-, choose 1:

When you come back from an adventure, roll 2d6. On a 10+, choose all. On a 7-9, choose 2. On a 6-, choose 1:
-- You brought back 20 silver pieces
-- You are exhausted and brought back a rusty sword
-- You are stressed the fuck out and gained xp.
-- You have seen some shit and brought back a magic item.
-- You are broken and in utter pain, and brought back 100 silver.

I'm up for more negatives, and for other positives. Gimme.

8 comments:

  1. On a 10 plus... Choose all sounds like too many. Plus, I've succeeded and now I'm exhausted, stressed, seen some shit, broken, and in utter pain. Also I'm not sure under what circumstances I would choose to be exhausted and pick up a rusted weapon. That said, I like the direction this is going.

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  2. --You are scarred and have met an ally.
    --You are refreshed and have (lost status) among your peers.
    --You are covered in slime and have learned a move from an fellow adventurer.

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  3. Oh, maybe something like:
    -- You brought back a handful of silver
    -- You are exhausted, and brought back a handful of gold
    -- You are stressed out, and brought back a gem.
    -- You saw some serious shit, and brought back a magical item
    -- You are bruised and bloodied, and brought back ancient works of art.

    Different towns can accept different types of money. Spend silver and you can live for a few days, no problem. Anywhere.

    Gold is harder, and it destroys local economies of villages. Gems, magical items, and precious art work? There's really no market for them in small towns, and to spend it you need to go to large places.

    I'm envisioning a chart. It's like a sliding scale, where as the type of stuff increases (silver --> gold -- > gems -- > magic --> art), the type of place it can be spent on has to increase (village --> hamlet --> town --> city --> Metropolis), maybe

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  4. You are deeply confused and have learnt new arcane knowledge

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  5. You feel inspired and have acquired a number of followers

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  6. On a 10+, choose 1 or more.
    On a 7-9, choose 2 or more.
    On a 6-, choose 1 and the MC will tell you about an additional problem.

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  7. Your soul is wrapped in darkness and you've retrieved a tome of lost knowledge.

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  8. Yeah no need to limit the choices if each choice has its own drawback. Probably no need to roll, to be honest. I don't know what stat you're modelling that gets you more both upsides and downsides.

    I think I'd prefer two separate lists of benefits and consequences. So you can mix and match each adventure.
    10+ choose 3 good but 2 bad,
    7+ choose 1 but 1,
    6- choose 1 anyway but the GM picks the consequences.

    This turns it into a big move like character-creation style hardhold or gang creation, but for adventures. I don't know what context you're designing for, but this extra complexity would be worthwhile as a session start or "when time passes" kind of situation.

    But why is your trigger when you "return" instead of when you "go"? If this game features adventuring as scenes you play out, wouldn't the benefits and consequences emerge from those scenes? Seems weird to play out the adventure and when you get back to town suddenly get exhausted, so I assumed the adventure happens off-screen.

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