Shifting Realms Season 2
Wilderness Encounter Tables
- ACKS wilderness encounter rolls use a table by settled category, then sub table into civilized, terrain and monster encounters
- Civilized and terrain encounters can work for us pretty much as is
- Monster encounters sub-table into common, uncommon, rare, very rare etc and then each terrain type has a column for each rarity.
- We can create our own sub-table for each rarity based on what we know of the setting so far
- Also attach a territory range based on monster size/HD and % in lair (% in lair = change of getting 0 on the roll).
- ACKS has rules for number of lairs per hex. Can pre-roll for hexes so we know the capacities in advance as we generate the dynamic lairs.
- Lair intersection with surprise and distance rules?
- See welsh piper
Current XP Sources
ACKS has many sources of XP beyond treasure and monsters, which are not immediately obvious without reading the tomes a couple of times! They are as follows:
- Kill monsters
- Bring treasure back to civilization
- Perform hijinks (carousing, racketeering, assassination etc.) [Requires applicable thief skill]
- Rule over a realm that is making a budget surplus
- Run a criminal syndicate
- Trade goods for profit
- Transport passengers for profit
- Build strongholds in unclaimed territory
- Amass religious followers [Requires lawful crusader] OR perform human sacrifice [Requires chaotic crusader]
- Harvest monsters in your dungeon [Requires level 9 magic-user]
- Magical research/ item creation [Requires level 5 magic-user/crusader]
TODO: Add page numbers
More XP! [WIP]
Everyone wants to speed up advancement a bit, including me, so I’m planning to increase XP access in three ways:
- Make sure characters have a goal that requires material gain to achieve. This way players are more likely to chase treasure and hence get more XP.
- Be more obvious about where treasure can be found. More rumours of forgotten relics etc.
- Add additional sources of XP.
On point 3, the sources of XP in the campaign will now be as follows:
- Treasure at a rate of 1GP=1XP (no change here).
- Small amount of XP from defeating regular monsters (no change here, though maybe it would be fun to give more XP for capture than kill).
- Larger XP for defeating noteworthy monsters. Those with an existing reputation e.g. Kreyzabane, sexually malificient demon dog or Naked Orc Chief. (Nemesis system)
- Exploring new hexes on the map.
- Discovering new locations.
- Roleplaying to class or alignment at the expense of optimal game strategy.
- Pushing your luck in a dungeon. The more rooms consecutively explored before leaving the more XP gained.
XP for travel
This represents your growing experience in traversing and surviving dangerous wilderness environments. You earn it simply by travelling the game world. Xp for travel is individually earned. Earned XP is halved if travelling somewhere you’ve already been. Earned XP is halved if travelling somewhere you have no prior knowledge of (No maps, guide, road etc).
| Territory | XP/week |
|---|---|
| Civilized | 10 |
| Borderlands | 50 |
| Outlands | 100 |
| Unsettled | 200 |
XP for Exploration
This represents your growing reputation as one who has been to the great places and spins fantastic tales. You earn it by discovering new notable locations in the game world. XP for exploration is individually earned.
| Destination | XP |
|---|---|
| Local Curiosity | 50 |
| Uncommon | 150 |
| Rarely Visited | 500 |
| Unseen for years | 1500 |
| Unseen for generations | 5000 |
| Of questionable veracity | 15000 |
More Player Roles!
To help our games run more smoothly, I am introducing some more player roles. Each session must have someone take on each role, but more than one role can be assumed by the same player. The roles are as follows:
- Caller ( pre-existing ) - Coordinates with other party members about courses of action, and reports to the DM.
- Mapper ( pre-existing ) - Draws maps of the dungeons and wilderness the party explores. I’ll be introducing a blank Hex Map to be filled in as the wilderness is explored.
- Quartermaster - Tracks party resources and salient conditions. Light, provisions, henchmen, move speed etc.
- Purser - Tracks all notable magic items/wealth owned by the party and where those items are located. Responsible for dividing up treasure at the end of an adventure.
Table chatter strictness
While I do enjoy our banter around the table, it can really make it difficult to manage the game pacing and keep the tension up. Pizza time is there for small talk. In season 2 I will be more strict on table chatter by punishing extended discussion/silliness with extra random encounters. Basically a “roll encounter if DM gets bored” mechanic.
Misc Ideas
- Good/Evil party
- Feedback wasn’t fantastic on splitting the party.
- Concerns were raised regarding scheduling
- Unwieldy party size
- Table chatter is always in game - punish it, up the tension
- Consider using the tension pool for meta-itis to push things along. Make it clear WHY wandering monsters are annoying them (itis)
- Unlockable classes
- Not super warm feedback either. Concerned about how hard it would be to unlock.
- Perhaps have clear goals available for each class. Plus additional for creative players
-
Kreyzabane unleashed, Althier fallen
- More XP desired for faster levelling
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