Sunday, June 28, 2020

Updating my preferred Mass Combat rules (weird Dungeon World-Into the Odd-etc. hack)

 Regular readers will know I've been chewing on simple domain and mass-combat rules lately. I've had a "Mass Combat rules Powered by the Apocalypse" blog post due for some time; as sometimes happens, however, actual life went faster than typing, and experiences at the gaming table, testing out my thoughts, plus reading some excellent ideas by others, have brought me to a slightly different place than the one I expected to write about next. :-) 

With significant influence from Into the Odd, Dungeon World, Apocalypse World, Macchiato Monsters, and blog posts from Jeremy Strandberg's Spouting Lore and at "Enthusiastic Skeleton Boys," I've arrived at a second draft of how I (think I) want to handle mass combat in my current campaign. That campaign basically runs on Dungeon World, but even if you're an OSR 'purist,' you might find something thought-provoking here. Comments and critiques welcome. What follows was written primarily to myself, as part of an ongoing interior conversation, but I hope it is clear enough to follow!

[One quick proactive comment: at this stage in the process, you should feel free to say whatever seems helpful in the comments, but I'm less interested in checking out brand-new systems and more interested in critiques to hone this system or its influences. Thanks!]. 

ORDERING UNITS AND THE COMBAT ACTION ECONOMY:

This system complements, but also moves just a little beyond, the normal PbtA game-flow. Individual Units can act like discrete individuals on the battlefield. When a PC commands a Unit, the player may direct the Unit as if it were a second PC, rather than resolving all the Unit’s actions only in connection with the PC’s own dice rolls. This keeps the actual rolls ‘player-facing,’ but it allows a larger array of Units to function meaningfully on the battlefield, without limiting the PCs’ own individual actions. It also prevents weird edge cases in which a PC’s STATS are used to determine Unit outcomes in ways that make little sense.

Normally, dice modifiers for Units attempting actions will be very low.
Green Quality Units: -1
Normal Quality Units: +0
Veteran Quality Units: +1
Elite Quality Units: +2

On a case-by-case basis, the GM may break down a Unit’s Quality bonuses in a few categories:
When Fighting…
When Maneuvering…
When Standing Fast…

(For example – Forest Skirmishers: Fighting +0, Maneuvering +1, Standing Fast -1).
…but normally the basic one-STAT list given above should be adequate.

HOW TO FIGHT WITH OR AGAINST UNITS:

For its combat statistics, a Unit uses the statistics of one of its average members. So, for example, a Large Unit of 100 Green peasant spearmen might have the following stats:

Peasant Spearmen (Large Unit). 3 HP, 0 Armor. Damage 1d8. Green Quality: -1. 

Whereas a smaller band of Brigands might look much tougher:

Brigand Band (Small Unit). 7 HP, 1 Armor. Damage 1d8. Normal Quality: +0. 

...even though the Brigands are only two steps from oblivion (see below), as opposed to four downgrades left for the much larger group of peasants. 

A Unit fights as if it were a single character, with various bonuses and penalties reflecting the size differences among rival units. 

Individuals (that's you, PCs) fighting Units can only roll 1d4 as their damage die, max, but this die-result may be increased by normal damage modifiers (spending ‘Mettle’, ‘Melee’ ability bonus, magic weapon damage bonuses, etc.). If an individual’s attack has the Area tag, then it may deal damage as normal and is not limited to the 1d4 attack die (for example, fireball spells or alchemical bombs are not limited to dealing 1d4 base damage).

The Mass Combat Unit Hierarchy:

Individuals
Tiny Units (10+)
Small Units (25+)
Medium Units (50+)
Large units (100+)

Each step up the Unit hierarchy gives a larger Unit +1 Damage, and +1 Armor. [EDIT: Moreover, when a Unit fights against an Individual, the unit inflicts +1d6 Damage instead of +1 Damage for each step up the size hierarchy, so that (for example) a Small Unit of Archers (bows, 1d6 damage) inflicts 1d6 +2d6 Damage when attacking an Individual]. 

Creatures with the Huge tag in combat with a Unit count as Units, not Individuals (but Huge creatures do count as Individuals when in combat with Individuals). Use a Huge creature’s Hit Point number as an equivalent to the number of men when calculating the creature’s nominal Unit size.

When a Unit reaches 0 HP, it automatically loses a step, downgrading to a Unit of the size below it, and tests Morale to avoid routing. Tiny Units that reach 0 HP are destroyed.

Overflow Damage does not ‘roll over’ when a Unit downgrades; a Unit will only downgrade one step from any single attack – for example, a fireball attack on a Medium Unit can only downgrade it to a Small Unit, even if the total damage is not exhausted by the first downgrade.

Proximity – a PC may join in Proximity with a unit. When in Proximity:
-       a PC benefits from the Size Armor bonus (if any) of the Unit;
-       a PC may try to restrain the Unit to prevent a rout (after failing a morale test)
-       a PC also takes damage along with the unit whenever it suffers harm.

TESTING UNIT MORALE - at 0 hp, downgrade the Unit, then roll 2d6 + Nothing.
On 8+, the Unit holds and doesn’t rout (yet). On 7-, the Unit routs, unless a PC in Proximity passes a Hold Unit check.
·      Modifiers:
-1 if the unit is Green/Frightened,
+1 for Veterans,
+2 for Elites.
(Can treat Large creatures as +1, Huge creatures as +2, or even forego the roll at all for Huge creatures, and maybe Large too, and Brave combatants, on a case-by-case basis).

NPC Commanders of note may grant bonuses as they try to rally their troops, too.

Hold Unit: When a unit routs, a PC in Proximity to the Unit may roll +CHA to try to hold them in place with a rousing speech. It had better be a good speech.
·      10+, the unit holds instead of routing.
·      7-9, the unit holds instead of routing, but choose one:
o   They’re in bad shape, and lose 1d4 further hit points, unmodified by Armor,
o   OR the enemy capitalizes on your little speech to advance further on the field of battle,
o   OR the GM chooses something (which might be one of those two options).
·      6-: the unit breaks, and your feeble attempt to hold them un-nerves other troops - all allied Units in LOS of the breaking unit must test morale, too!

Tuesday, June 16, 2020

Putting the MY back in Mystara: a rough map for a new campaign...

Well, I'm indulging in a fun side-post even though I need to finish up that series on simple domain play and mass combat procedures (I still shake my head thinking that I initially intended to write "a single post" on streamlined options for domain play. Good grief; Post Part 5 is still in Draft form...).

At any rate, I thought I'd chat up what's going on at my gaming table. My players recently finished a really enjoyable play-through of a heavily modified B10, Night's Dark Terror, a classic, sandboxy romp through the northeast of the Grand Duchy of Karameikos in Mystara, the "known world" setting of the old BECMI-box days (those are affiliate links above, by the way). B10 is an excellent module (though I recommend some modifications, which I may just elaborate...in another post).

For now, suffice it to say that our players completed the basic arc of the B10 module, and in doing so saved the world (not because B10 tells you to, but because I added a big doomsday threat in the non-spoiler-ese 'place that B10 takes you to.'). Last night, we picked up again to kick off our next campaign arc, which will use X1, The Isle of Dread, as a chassis - heavily "chromed" by a bunch of other stuff, including classic modules and a lot of faction stuff of my own devising.

[In the very unlikely event that any of my players are reading this, tune out and stop reading NOW to avoid the risk of spoilers]. 

I'm sharing below a very crude, rough map that I threw together quickly on Powerpoint for my players before last night's session. It's a garbage map, but it illustrates how a GM might take the "official canon" of old-school Mystara and modify it very heavily to suit a local campaign. For one thing, our campaign is set in a fictional Iron Age setting, not the sorta-generic-medieval-ish setting of the Mystara boxed sets. This means that our "Minrothad" directly evokes Phoenicians and Carthaginians; Thyatians are sort of Neo-Babylonians mixed with Romans.



Anyone familiar with the map of Mystara should notice some dramatic changes here. Ierendi simply does not exist, because...well, because Ierendi. One PC is from "Madhrelia" which the player invented, but they're basically the Huns, so, Ethengar Khanate. Note that the great Mystaran playground of Karameikos has seen some dramatic, dramatic changes. I decided to play up Karameikan/Thyatian and Traldar ethnic tensions quite a bit more than is 'canon' during our campaign, which led to some exploration of premodern colonial/imperial expansion and its resulting tensions as an ongoing element in play. At the conclusion of the campaign arc, I gave the players some very simple tools to dictate what developments they would most want to see happen in the world around them over the next few season before our second campaign arc (with the understanding that there were too many pressing needs to fix everything; they each got just one pick for tweaking 'current events'). All that culminated with the players leading an insurrection at the campaign's end that helped create a free Traldar (just "Tral" in our campaign) kingdom in what had been the north of Karameikos (the family of Stephan and Pyotr, from B10, emerged as the initial ruling family!). Meanwhile the Iron Ring slavers got stomped on hard (the red smush on the map west of Karameikos is what used to be their stronhold).

In the new normal for the next campaign arc, Thyatians are the big expansionist power coming to get everyone. Our "not-Phoenician" Minrothad is still a group of trading-house islands, but the great port of Rothago has dominated its Minrothad fellows so that now only one other port, Minar, stands apart from their hegemony. Minar has invited the Thyatians to back them up (nothing could possibly go wrong with that strategy!) and the Thyatians have also 'generously' stepped in to hold together southern Karameikos after the collapse of Karameikan rule up north. The PCs have learned that one member of the recently-overthrown Thyatian dynasty is alive in hiding somewhere in the Sea of Dread. Speaking of which - each of the PCs has their own reason to go to the Isle of Dread, but those reasons mainly revolve around uncovering the history of the fallen Nithian Empire, because something connected to it is stirring and an ancient threat awakens...insert typical theme music.

I drew up a network map to plot out the interrelationships of various faction leaders. One of my kids complained that it was impossible to figure out, but I protested that it's no worse to keep track of than the eastern Mediterranean during the Roman Republic (yeah, I'm a nerd). To clarify, this relationship map is for me, not the players. To add color, depth, and surprise to these relationships, I used random tables from Renegade Crowns (affiliate link), an old Warhammer Fantasy sourcebook, with pleasing results.



Anyway - thanks for reading. As I hope these ideas illustrate, the settled canon of an old D&D setting is always YOURS to modify as you wish at your own table. I never would have expected a year ago, that I'd be presiding over the destruction of Karameikos, but my players clearly enjoy the agency and empowerment they get from being active shapers of the world, and not merely passive recipients of a frozen status quo.

By the end of our kick-off session last night, alchemical accidents by the party's physician had made one character grow wolf-fangs (permanent) and another stink horribly (temporary), another character discovered that he gets sea-sick, and now the players have reached the Isle and are ready for ... what lies ahead.

Happy gaming.

Saturday, May 23, 2020

Simpler Domains & Warbands. Part 4, Really Simple MASS COMBAT (Into the Odd version)

Once, there was Chainmail. Later, there was War Machine, and then Battlesystem. An Echo, Resounding has a battle system. For something lighter, there's Chris Kutalik's By this Axe or the even smaller-scale By this Poleaxe. Delta's Book of War. Etc., etc., etc. These (and quite a few other approaches) generally adopt some or all of the structure...and pace...of classic tabletop wargames. And then, of course, there are the myriad options for playing an 'actual' formal miniatures wargame, without any clear tie to an RPG.

Roight, me lads, form line...eh, wot's that?
We've no convenient mass combat rules? Aaarg, retreat!!!

None of those perfectly fit my current goals and needs as I think about weaving "mini-domain play" into my campaign. If my players are to lead little warbands of followers, clash with corsair crews or cultist gangs, and scatter enemies not just singly but by the dozen, then I'd like a way to manage it all that fits the following criteria:

+ ideally, the mass-combat rules will fit into a session's normal procedures of play as smoothly as possibly. The gold standard here would be integrated mass combat rules that do NOT form a separate sub-system. Yep, this can be done; read on!

+ similarly (or to stress a sub-point within point 1), if possible, tracking damage for gangs/warbands should use the same hp/harm system used to track damage for PCs - though I'm more willing to flex on this point, if necessary.

+ the rules should keep PCs' roles and fates clear and distinct; player characters don't just vanish into a mass of combatants, and PCs ideally should retain independent and critical jobs on the field of battle - they don't function just as bonuses to a larger unit's statline.

+ finally, in keeping with my love for minimalist design, I favor rules that aren't too taxing or complicated - they should work, and get outta the way!

Let's look at some options that I find interesting or appealing, and consider some observations on their strengths and weaknesses. I will also note, in passing, that recent blogoredditsphere conversations have also raised simple-mass-combat questions; for some other takes (and different recommendations) see, for example, here and here (look far down Norbert's post for mass combat guidance) and here [EDIT: and here, too!]. 

Now, for the stuff that I'm thinking about.


INTO THE ODD - DETACHMENT RULES 

Just as Chris M's Into the Odd (and now, Electric Bastionland) includes really nice, dirt-simple "Enterprise" rules that offer a very solid basis for one-brain-cell domain play (recently discussed here), Into the Odd (henceforth: ItO) also includes perfectly serviceable, simple but effective "Detachment" rules for handling combat with gangs, large crews, military units, giant monsters, etc.  If you aren't familiar with ItO, a few tips will be necessary to understand all this: damage automatically hits; instead of rolling to hit, then rolling for damage, you just roll straight to damage. Damage comes off HP without narratively doing 'damage' - but after 0 HP, you start taking "Critical Damage," which comes right off your Strength stat (usually), equates to actual bodily harm, and requires passing a STR save to stay in the fight). You die at 0 STR. 

To wit (taken from the free rules, available in the right margins here): 

DETACHMENTS cost 10 gold to start up, and cost a further d6 gold in upkeep each month, or else they revolt. ... Equipping a Detachment costs twenty times the individual item cost. Detachments start with 1d6 HP and advance in Experience Levels just as individuals do [which, in ItO, generally requires delving missions completed, not a gold-for-xp target]. 

In battle, an ItO Detachment is functionally identical to an individual character, with a few minor tweaks (this means a gang's stats fit on an index card, if not a postage stamp). 

A Detachment deals "Enhanced" damage against individuals (In ItO, this means it rolls 1d12 damage). Normally, an individual can't even attack a Detachment unless that individual's attack is "explosive or suitably large-scale" (so a dragon's breath weapon or a wizard's lightning bolts might toast your own gang of hirelings, but a PC with a halberd can't scratch a goblin warband; you either need to run away, or figure out some more creative way to affect the baddies). If you command a Detachment to do something risky, this "may require a WIL (Will) Save" by the player commanding that Detachment. 

"When a Detachment takes Critical Damage [i.e., 0 HP and damage coming off STR] they are broken and cannot act until rallied. At STR 0 the Detachment is wiped out. When half of a force is broken, the remaining Detachments must pass a WIL save or be routed. Hit Points and Ability Scores are recovered with Short and Long Rests just as with individuals. 

The newer version, Electric Bastionland, offers a few tweaks: Individual attacks against Detachments can cause damage, but they're Impaired (limited to 1d4); Detachment attacks vs. individuals do weapon +1d12, and have a 'Blast' tag - they affect all targets in an area. 

There are also a few other very short rules for ships, vehicles, structures, etc. Quite recently, one GM put together a very nice expanded model for using these rules in a pirate/nautical setting, quite worth checking out for play at sea or on land. 

Alright, let's discuss these. There are wonderful things here, but also a few points I'd like to change or expand. I love how smoothly these fit right into the (admittedly super-minimalist) rules for normal play in ItO; I like how the dirt-simple rules for financing Detachments work with the Enterprise rules (but don't require you to have an Enterprise to run a Detachment, or vice versa); and the fact that a Detachment can 'level up' in the same way as a PC (by running on adventures) is a very interesting design choice that pushes toward specific kinds of veteran units - rather than just throwing in more cash to make a specific, single unit stronger, you can always hire a new separate detachment, but individual detachments gain experience and Hit Points only by joining you, over time, on those terrifying ventures into the darkness below.

All that aside, as a general-purpose mass-combat/mini-domain-play system, I'd like to see a few changes. Past a certain point, Detachments seem a little limited by the binary way they are defined (something is either an Individual or a Detachment). No matter the size or experience of the Detachment, it still rolls the same amount of Damage. When two Detachments fight each other, only their Hit Points (and equipment, I suppose) differentiate between them. Equipping a Detachment with halberds always costs "Halberd cost x 20" no matter the size of the Detachment. Again, these are brilliantly simple  and will cover most of what anyone needs for a small gang, but I think there are enough edge cases to make some tweaks desirable.





HACKING THE ItO DETACHMENT FRAMEWORK

Several Powered by the Apocalypse (PbtA) systems that I have yet to discuss handle these issues in a nicely nuanced way; if I were running an ItO game right now, I think I'd borrow some of their ideas, and adjust Detachments like this: 

There are four classes of combatant, ranked by size: 

Individuals
Small Detachments
Medium Detachments
Large Detachments

Detachments can also be differentiated by their experience, which is reflected in their Hit Points, which only increase as they 'Level Up' (just as individuals do). Hiring/forming a detachment costs 1d6 for Small, 2d8 for Medium, and 3d10 for Large. 

In combat, individuals roll normally against other individuals. They roll Impaired damage against Detachments unless their attack has a Blast tag or other suitably extensive damage effect. Detachments roll Enhanced (1d12) damage against Individuals, and regular damage (by weapon type) against other detachments. 

When combatants of the same size-class fight, they roll damage as usual. When combatants of different size-classes fight, the larger combatant gains +1 Armor (damage reduction) and +1 bonus attack die for each step higher above their opponent's size. The attacker's hit dice are rolled together, including any bonus dice, but only the highest rolled result is used.

Examples: 

Small Detachment of musketeers is exchanging fire with a Large Detachment of musketeers. Both Detachments are fairly green, and have 5 HP and 1 Armor. The Small Detachment rolls 1d8 damage, getting a 5, which is reduced by -3 (-2 because the other unit is two steps above them in size, so they gain 2 bonus armor atop their worn 1 Armor). Then the larger unit opens fire. They roll 3d8 (1d8 for their weapon attack, plus two bonus attack dice since they are two steps higher in size), getting a 1, 5, 8. Taking the highest result rolled, they inflict 8 damage, reduced only by the -1 Armor worn by the smaller gang. The smaller unit drops to 0 HP, -2 STR, and they rout (this is a pretty plausible outcome...).  
A more fortunate Small Detachment of spear-wielding goblins  (3 HP, 0 Armor) gang up on a lone but large sword-wielding barbarian (6 HP, 1 Armor). Not-Conan rushes the goblin gang, swinging his blade in great chopping arcs, but there are just so many of the vile things...he rolls an Impaired attack against the Detachment (1d4), inflicting 3 damage. The goblin gang is 1 step larger, however, so they gain 1 free Armor; they are left with 1 HP despite the barbarian's assault. Now they roll to attack, dealing Enhanced (1d12) damage to an individual, and rolling it twice because their +1 size step grants them an extra attack die. Results rolled are = 4, 8. They deal 8 damage, reduced by the Barbarian's 1 Armor, and now the barbarian is out of HP and taking Critical Damage...time to run away, perhaps...


...In which our hero helpfully shows how these rules
let individuals interact with Small Detachments. 


As these examples show, a few tweaks borrowed from Apocalypse World and its spin-offs can add a fair bit of depth and nuance to the simple procedures in Into the Odd, without breaking anything in ItO's more "OSR adjacent" system. 


YEAH, BUT WHAT IF I'M RUNNING NORMAL D&D...

Games using some version of D&D's normal combat rules (instead of the rules as modified specifically for Into the Odd) would need some tweaks to make these ideas work. There are too many possible variations to address comprehensively here, but I can offer a few suggestions:

+ ItO uses Armor as Damage Reduction. If your system doesn't do that, that's probably one key obstacle (though I suppose you could still use these rules with gang-size damage reduction on top of whatever else you're doing with AC). 

+ ItO dispenses with to-hit rolls. Between ItO, my own OD&D homebrew, and Dungeon World, I've gotten accustomed to playing with rules that speed up combat, so I suppose I can only shake my head sadly if you're really, really committed to rolling 3 on 1d20 all the time and prolonging combat. ;-) With the normal to-hit roll procedure, damage between detachments will be less common and less decisive, but that's just normal for to-hit-roll combat anyway. 

+ ItO hands out low Hit Points to PCs, and sticks with fairly low damage levels, compared to many other rulesets. A 20-HP PC is a very experienced, resilient character in ItO. 1d12 is a substantial damage roll. If your system typically involves higher HP or damage totals, I'd suggest increasing the Armor bonus from +1 per size-step to something a little higher, reflecting whatever is the typical range of damage rolled by a basic attack.

+ Along the same track, damage between size-levels needs to be adjusted if you don't want to use ItO's Impaired (1d4)/Enhanced (1d12) damage system. Without letting Detachments roll 1d12 vs individuals, you can also rewrite the hack above so that each size-step up gives the larger attacker +3 damage, or +1d6 extra damage, or something like that (this fits with some of the PbtA/Dungeon World mass combat ideas I still need to write about). 


USING TINY RULES TO GO BIG

"Ok, folks, your scouts' warning was clearly correct; they know you're coming. As you crest the last ridge above Hearthfire Village at the head of your army, you look across the sun-dappled settlement to see that Baron Argov's troops are already drawn up in their battle lines on the low hill opposite from you. You see their banners flapping in the breeze: it looks like Argov's got a Medium Detachment of pikemen holding his right flank, and a Large Detachment of bannerless (and no doubt miserable) peasant levies spread out across his left flank. In the center, you see the red banner of the Venomspike, and you know that the Small Detachment of armored orcs standing there has strength and skill that belies that unit's small size. And if your eyes aren't failing you, that tall figure in black armor at their side is Argov himself, with the foul necromancer in her dark robes behind him...

Now, how do you want to deploy your five detachments as you enter the valley?

I think these simple rules would work really well to game out a mass combat between small armies, in a way that still lets individual characters interact meaningfully with each other and with large units. 





Since my current campaign is using modified Dungeon World rules, however, there are a few other angles that I want to incorporate at my own table. Please stay tuned; next up, I hope to talk about some PbtA warband-combat and simple domain rules in their own right, as they add some further helpful ideas for enriching this kind of play. 




Wednesday, May 13, 2020

Simpler Domains & Warbands. Part 3: Enterprise Rules from INTO THE ODD

Ok, preambles aside (here and here), let's dive directly into systems that could satisfy my desire for elegant, straightforward "mini-domain play" that let PCs run gangs, warbands, properties, or businesses - while keeping adventure front-and-center and without burning too many brain cells on administration.

Let's begin with the...


Enterprise Rules from INTO THE ODD

Into the Odd is a delightful, simple adventure game that can be hacked in all sorts of crazy directions, or played as-is with great enjoyment. Author Chris McDowall recently released Electric Bastionland, which is something between a 2nd edition and a sister-game to Into the Odd. I highly recommend his game designs. His really outstanding blog, Bastionland, includes links to free versions of Into the Odd and Electric Bastionland, or you can follow links from Bastionland to buy the full versions as well. [EDIT: on yesterday's initial post, I mis-spelled Chris' last name as MacDowall. Sorry!]

Because this stuff is right up there in the free version - and because it only takes half a page, which is a real credit to its elegance - I'm just going to walk right through Chris' "Enterprise" rules, which could cover anything from managing profitable land to running a business (whether a tavern or a smuggling ring). The rules are dirt-simple, like mud-under-your-fingernails dirt simple, but honestly...before dismissing these, ask yourself whether this wouldn't suffice for 90% of what a mini-domain game would need...

Let's look at those Enterprise rules (I won't touch the Detachment combat rules here, focusing just on the social-economic part of the domain game for now).

Into the Odd states that...
"Between expeditions, you can try your hand at business, or muster a military force. DETACHMENTS and ENTERPRISES each cost 10 Gold to establish. Detachments demand a further d6 Gold in upkeep each month, or else they revolt."

"Income: New ENTERPRISES generate 1d4 Gold of Income each month. They also face a Threat that will cause 1d4 Gold in Losses unless dealt with. If an Enterprise cannot pay its debts, it collapses. Growth: If an ENTERPRISE ends a month with Profit, its income moves up to the next type of die, to a maximum of d12. However, this larger die also applies to losses from Threats.

"Improvements: Equipping a Detachment costs twenty times the individual item cost. Detachments start with 1d6 HP and advance in Experience Levels just as individuals do." 
Chris just threw down a complete, if very basic, system for founding, running, profiting from, and maybe losing a diverse range of undertakings - his samples include "Underground Distillery," "Smuggling Ring," "Reptile Cult," and "Hidden Vineyard."

Some observations:

SOCIO-ECONOMIC CONTEXT: if the BECMI Companion rules for dominions assume a late medieval faux-European feudal context, Into the Odd's simple rules most directly evoke the latter game's implied setting: a whimsical but gritty early-modern/modern urban milieu, in which an essentially capitalist cash economy dominates society. Thus, for example, the mechanical benefit for successfully running an Enterprise = more cash (though nothing prevents players and GMs from making sure that 'Reptile Cult' has other benefits/drawbacks as well). Similarly, cash is the only thing needed to recruit and keep the services of a band of fighters - as opposed to, say, mustering men available from a given estate of land, or calling on troops bound by specific oaths of loyalty. There's nothing wrong with this, but this assumption should be noted; in a more typically ancient or medieval game setting, I'd suggest tweaking the relationships between precious metal, land, enterprise, and organized violence. As written, therefore, this stands out to me as an amazingly efficient and elegant system, but it would call for a bit more development in something like the faux-Iron Age setting I'm running for players now.

RELATIVE SCALE OF ENTERPRISES: mixing these rules with the abstract wealth mechanics I discussed here could make these even more effective. Currently, ItO's rules describe a total of five stages of Enterprise, those using d4, d6, d8, d10, and d12 to track their 'business' opportunities and risks. That is already a decent range, but one could add legs by making the puniest Enterprises cost 10 Copper to establish, and letting them 'grow' slowly up to the 1d12 Copper level - after which point they might graduate to the 1d4 Silver level, and so on. This would help accentuate the idea that regular access to the different precious metals involves not just different amounts of coinage, but different realms of social power.

As written, Into the Odd doesn't have a very long arc for character advancement (it goes up to Level 5, if I recall correctly). If one split the Enterprise categories into Copper, Silver, and Gold Enterprises, I'd suggest two options: either adjust the advancement array accordingly if you want the campaign to focus on the long 'domain' arc, or ... perhaps better yet...don't change it, but let each new 'generation' of PC keep running the business/enterprise handed down by their mentors. ItO already requires rearing up apprentices by the time you level up as a full veteran; handing the new guy your Enterprise, and then watching the new guy build that enterprise up into something even more grand, before trying yet again, could actually be a very satisfying way to run a deep, rich campaign using a very simple ruleset.

GIMME ADVENTURE! I noted in my criteria for my ideal mini-domain rules that I want them to function as a drive toward ongoing adventure, more than a pull away into the world of technical accounting. ItO's Enterprise rules do this by requiring each Enterprise, each month, to roll for profits against losses coming from some un-named Threat. During lucky months, a player might roll higher profits than losses and just decide to take the gain without any fuss. At other times, a player will have to tangle with those threats. This gives the GM a regular green-light to force the players into who-knows-what kind of trouble, ideally suited to the nature of each Enterprise, if they want to keep the whole thing afloat. Just imagine; what kind of Threats might impose losses for that Reptile Cult? And what kind of adventure hooks would automatically jump out from your answer? This is a very neat way to balance the needs of an adventure roleplaying game with a profitable domain system, without much overhead at all.


IN CONCLUSION

Well, I'm not sure I can settle exactly on ItO's rules as written, particularly since I want to rethink the core assumptions for a non-monetized, non-capitalist setting, but I think this shows just how short a ruleset can be while still satisfying most of the things I'm looking for - or, at least, offering a base for moving in that direction. One can imagine using the same core mechanic for non-monetary resources (like Honor or Influence or who knows what).

What do you all think, gang?

Happy gaming!



Simpler Domains & Warbands. Part 2: Ruleset Options and the 'Usual Suspects'

My last post invoked a desire for 'mini-domain' play, accessible even at middling levels, that would allow for fun management of modest warbands, property, and political shenanigans, going beyond mere hireling rules without slowing down the game with too much funky bean-counting.

This post first outlines further my theoretical goals - what kind of system I think I want to find - and then surveys some of the 'usual suspects' that people often use for domain play...and why I'm not choosing them. I'm sorry that the content-per-post pace is a bit slower than I anticipated; to break this series up into more manageable units, I'm trying to release shorter posts with discrete topics rather than cramming everything into one mega-read. Look for separate posts soon comparing and exploring in more detail the quite manageable "mini-domain" and also "mass combat" rules presented by Into the Odd, Dungeon World, Land of Ice and Blades, or even Apocalypse World, all of which I think could satisfy what I'm looking for in their own way - or at least support that most respectable of Frankensteins, the home-brewed, house-ruled heart-breaker hot mess.


WHAT I (THINK I) AM LOOKING FOR 

Actually, don't just take my word for it. Way back in the halcyon days of 2009, Grognardia ran this piece on the importance of D&D's domain-based 'end game' - emphasizing not Companion- but Expert-level play. Just a few comments in on that blog post, Jeff Rients pitched in, lamenting modern inattentiveness to hirelings and henchmen, with these interesting words:
I think between the hardscabble start and the barony is an intermediary phase where you manage the members of your gang.
That - right there - sums up what I think I'm looking for, at least for now. From Conan temporarily leading a pirate crew to Robin Hood with his merry men, I want a good way for my level-5s to exercise some authority, push some small units around, and maybe reap the fruits of some modest properties. And, of course, I wouldn't be upset if this might lead to a glorious game of thrones later, all modeled loosely enough to avoid major administrative headaches for GMs or players...

So: I want a fun, preferably elegant way to administer play in which PCs:
+ control a small-medium gang (ahem...warband) and/or a non-militant association of followers of comparable size/complexity/expense...
+ ...and therefore must factor in the relationships and plans of comparable, peer-level NPCs in the region. 

My ideal mini-domain rules, therefore, should include:
+ gang/warband rules - and, so, mass combat rules
+ 'company' or 'establishment' rules, ideally, for players running a property, mini-domain, or business;
+ faction network/relationship rules

Finally, my design and play preferences would favor rules that encourage:
+ adventurous narrative developments and complications... 
+ over mundane accounting
when in doubt, or when those two conflict.

Mini-domain play should be:
an asset for further adventure in a character's life above all else,
+ rather than an effective simulation of management above all else.

I also prefer rules that keep player choices and character in-game actions connected to logical fictional consequences, which means I'm not leaning fully into some flavors of 'narrative story-gaming' here.

These preferences are very pronounced for me, and will shape my entire discussion of options below and in subsequent discussion. Others may not share those preferences, which is perfectly respectable; but be aware that one's preferences will shape the personal suitability of different rulesets. As I'm not the kind of GM who wants to worry too much about each hex's historical population densities vs. tax rates, or the specific agricultural fertility of different soil-types, you won't find me digging too deep into the rulesets that allow for such things. :-)


THE USUAL SUSPECTS

There are some robust options I do NOT hope to use; let me introduce them, and explain why they aren't on my short list. (In no case will that mean these aren't good; they just don't fit the particular vision I expressed above. If you'd like to check any of them out, please be aware that the URL links below to products on DriveThruRPG are affiliate links, which support this site's activities but don't add cost to you as a customer).

But first: there is apparently a solid universal law of Physics that "any given blog-author 'X' will not discover an online discussion about topic 'Y' until after 'X' has written several paragraphs about 'Y.'" And so it was that only this morning (after writing for a while last night) I came across an interesting 13-part series (!) By Brandes Stoddard on Tribality, in which Stoddard surveyed the range of domain and dominion rulesets -- from Mentzer's Expert rules all the way to 3.5, Pathfinder, Harnmaster, 13th Age, and various other offerings both old and new. The link there to the Expert discussion offers part 1 of 13, and Part 13 (with links to previous entries) is here. Where relevant below, I'll simply point you to Stoddard's detailed survey of these options and try to avoid reinventing the wheel completely. At any rate, my own point will be to focus on some options NOT on that list (and perhaps not on many lists).

Let's begin at the beginning, noting that the B/X and BECMI sets already include Stronghold rules at the Expert level, and Dominion, War, and Siege rules (in BECMI) at the Companion and Master level. I've got proxy access to the Expert Stronghold stuff via the retroclones. Although I don't have a copy of the BECMI-based Rules Cyclopedia or the Companion volume, I do have the Companion module Test of the Warlords. Between those items and, well, now with Stoddard's detailed descriptions here and here, I feel pretty confident noting that this isn't exactly what I'm looking for, though it might do the trick for many others. I'd like to avoid even the level of accounting these systems call for, if feasible, and I'd prefer a more open-ended system that doesn't depend as much on the assumptions of the frontier hexcrawl or the structures of a fictional high-late medieval European feudalism (nothing wrong with that setting, of course, I just don't to be limited to it).

Moving onward. Nowadays, most even vaguely OSR-adjacent conversations about domain play usually end up mentioning either Autarch's ACKS (Adventurer, Conqueror, King System) and its multiple Domains at War supplements (Campaigns, Battles, Troops & Terrain) or, for something quite different, Kevin Crawford/Sine Nomine's AER (An Echo, Resounding). This forum discussion includes a lengthy discussion of the two systems in comparison with each other, made more useful by the fact that both system's authors (if I remember correctly) pitch in to talk about their differing design choices. Stoddard discusses them here and here.

As that forum discussion makes clear, An Echo, Resounding is the more abstract, somewhat more free-form option when comparing those two approaches to domain management. It sounded like my cup of tea, so I bought it a while ago. My impression? Well...it is a very high-quality, well-done system. It's also not what I'm looking for. Despite its relatively more abstract system, it remains hyper-detailed enough that actually running it just looked like a lot more work than I'd bargained for. I know of a GM who is currently running a kind of bifurcated campaign; RPG players do classic tabletop adventures and then, in-between sessions, a completely different stable of players use An Echo, Resounding to manage the political, economic, and military rivalries going on around the main party. That's a very neat concept, but it illustrates the depth and complexity supported - or maybe required - by AER. So, sadly, AER does not meet my desired criteria for "simpler mini-domain play." (If you do want a fairly involved domain system, I would highly recommend it).

I'm much less familiar with Birthright, which was an AD&D 2nd edition system-and-campaign-setting in days of yore that allowed players to begin Domain play right from the start of a campaign - by playing as noble leaders born into authority. My sense from reading others' thoughts is that this was a very imaginative, neat resource, but it fizzled, possibly for market factors outside the game itself. I will simply point you either to Stoddard's very positive overview, or to this 21-year-old review - and pick out two statements from the latter. On the one hand, "perhaps the core of the entire setting is the Domains themselves." Ok, sounds cool! But..."The Birthright boxed set contains ... a 96-page rulebook detailing the modifications made to the AD&D system when playing the Birthright campaign..." URRRRRK!!!! PULL THE PARKING BRAKE!!! SCREECH!!! Nope, sorry, not looking for any approach that involves a 96-page rulebook separate from the discussion of the domains themselves. Moving on - quite wistfully, as I do hear amazing things about running this...

Finally, there are also some other options, probably less well-known, that I want to mention in passing even though they aren't where I'm landing either.

For anyone interested in the popular but very specific niche of managing an urban criminal gang fighting for wealth, recruitment, jobs, and turf, you might check out Gathox Vertical Slum. It's a near-gonzo weird (science-) fantasy urban setting built on the back of a giant dimension-hoppin monster. No, really. But it also includes an approximately 10-page (IIRC) subsystem for managing urban criminal gangs whose various heists and investigations can support power-plays for turf in the city. Tables open to PbtA and its Forged in the Dark derivatives might instead consider the fantasy heist RPG Blades in the Dark, which has its own urban gang rules, too, or its descendant Band of Blades, about ensemble casts of PC soldiers fighting to get their military company to safety. There is an online SRD now for Blades in the Dark games; if interested, check it out before plunking down $$ to make sure the expensive but very well-reputed BitD is for you.

Legacy: Life among the Ruins is a PbtA game that includes quite different domain play; run a family or other faction across multiple generations, while periodically zooming in to focus on specific characters' exploits. The family/faction rules include a number of 'domain play' options. My players weren't looking for this kind of game, so I'm not using it, but it's worth knowing about (there are a couple of free quick-start options for this game, so check those out before jumping in for $$$).

Ok. So much for what I'm NOT using.

Please stay tuned, and happy gaming!

Friday, May 8, 2020

Simple(r) Domains, Warbands, Associations, and Gangs. Part 1: Rationale

My recent post on streamlined wealth/currency mechanics promised a follow-up on streamlined rules for domain play. Voici! Ok, it's time to start talking here about some simple(r) ways to handle domain play or gangs (ahem...loyal warbands or armies) of followers. 

From where I stand - at least at this moment - I'm inclined to favor thinking small in terms of domain play. I get the impression from a lot of GMs that the promise of very high-level domain play isn't always matched by the rewards of slogging through a detailed domain campaign. (To be fair, most campaigns don't make it that far anyway). This is not to say that this can't be great fun (I mean, just how many hours did I burn decades ago playing Civ 2, after all?), but there is a valid point that most of us play D&D because we like zooming in to the exploits of doughty individuals climbing rooftops and crawling dungeons - not tax-collectors reviewing the quarterly tithe rolls. Personally, playing a detailed boardgame about kingdom management sounds kind of fun, but as others online have mentioned elsewhere, that experience would not scratch the same itch as the desire to play a game of ol' fashioned D&D. No doubt many of us would like to be Aragorn, massing troops to march on the Black Gate while half the party goes commando (nope, phrased that one wrong) inside Mordor - but is a giant meta-game of domain management necessary to make that happen in an RPG? 

As Chris Kutalik argued years ago, however, mid-level domain play (maybe 'mini-domain play') using quite small spheres of influence might actually be just as or even more rewarding for many players. I'll focus on building with this idea. For one thing, 'mini-domain play' would be much more accessible for most of us. Moreover, if there are some good ways to streamline domain play in general at the mid-level, the same principles could be useful even at high levels, too. 

My players are close to the end of one low-ish level campaign arc (B10, Night's Dark Terror), and next up, I think, will be a great big jolly Isle of Dread crawl -- but repackaged in a faction-rich sandbox so that all the face-munching dinosaurs and jungle volcanoes are matched by feuding pirate admirals, envoys of scheming empires, agents of terrible subterranean powers, and probably a few thrones 'back home' hanging in the balance. Against that setting, I think it would be fun to give my players command of a few gangs of hoodlums trusty followers and see whether they build themselves up into a regional force to be reckoned with. But if my players stand a chance of taking out - or joining with or even replacing - great corsair lords of the Sea of Dread, I sure need some handy way to manage basic 'domain' play activity - even if the characters are a long, long way away from "Companion" level. Hmmm. Effective streamlined 'mini-domain' rules, however, should be perfectly workable at mid-level (or even lower). 

And - historically speaking - for some settings, this kind of 'mini-domain play' actually will represent something pretty close to the pinnacle of power. The laws of King Ine of Wessex, 7th-8th-c. Anglo-Saxon ruler, defined bodies of armed attackers thusly: up to seven men counted as thieves, seven to thirty-five attackers formed a warband of marauders, and foes more numerous than thirty-five were labelled an "army" (here)! This is a far, far, far cry from the range of militant powers available a few centuries earlier or more centuries later, but for any comparable setting it shows that you don't actually need a host of thousands to be playing "the domain game." To quote Ben Levick on the scale of early Anglo-Saxon warfare:
"A seventh or eighth century king most often came to his throne through violence or through the threat of violence, and kept his crown by warding off domestic and foreign rivals. Peace was simply the aftermath of one war and the prelude to another. In violent times such as these, it was necessary that a king secure (in the words of the Beowulf poet) "beloved companions to stand by him, people to serve him when war comes." ... The size of these armies was quite small ... Although the exact size of armies of this time remain unknown, even the most powerful kings could probably not call upon warriors numbering more than the low hundreds. Certainly in the late eighth century the Ã¦Ã¾eling (prince) Cyneherd considered his army of eighty-four men sufficiently large to attempt to seize the throne of Wessex. Time and again we are told in the sources that a new king had to defend his kingdom with tiny armies. Later in their reigns, these same kings having survived these attacks made "while their kingdoms were still weak," are found leading great armies. After all, victory meant tribute and land, and these in turn meant that a king could attract more warriors into his service."
That is kind of an extreme example, but it should illustrate just how plausibly 'domain play' issues could be well within the reach of an average party of level 5, or lower.

"Apologies, my lord...
only the floorplan without a 10' square grid was available print-on-demand.
Perhaps when you reach 6th level???"


Even in a more settled, sophisticated, powerful setting, there are places where this lower-level mini-domain scope of conflict would remain important. The Roman Empire, for example, could field mighty armies of thousands that could crush opposing forces even greater in number. Out in the provinces, however - especially in the more rough-and-tumble corners of empire, like Isauria/Rough Cilicia, there was sometimes room for little local warlords to carve out their own tiny domains - and the local land-owning magnate patrons who kept the empire running day to day, and controlled many of the levers of justice and violence at the community level, probably seemed like the Big Cheese to myriad souls now forgotten by history. 

Rather than dragging my feet while I write a long mega-post too thick to read comfortably, I'm going to break this up, and let what is here so far serve as preamble. Soon, I intend to discuss the following: 

+ why I'm not using the usual suspects - ACKS, An Echo Resounding, 'Companion' rules, and Birthright - and why a few much simpler rulesets look more useful. Oh, and I'll look in passing to honorable mention of Gathox Vertical Slum, Legacy: Life among the Ruins, and Blades in the Dark/Band of Blades...

+ simpler systems that I do think might solve most of my problems for me, or at least carve out the design space for me to hack a simple "mini-domain game" - I'm looking at YOU, A Land of Ice and Blades (and your big cousin, Apocalypse World), and at you too, Into the Odd! I'll survey their key 'domain' mechanics and why I think they're great - and what I might do to build on their foundation. 

+ how I think I'll be handling gang/warband conflict. The leading answer so far rhymes with Schmapocalypse Hurled, but I'll explain why. 

+ Not sure whether I'll get to this, but I'd really like to put all this to the test and write up a "playtest 'actual' play" report in which (say) a couple of 5th-level PCs lead thirty spearmen and a dozen archers through part of some dungeoncrawl module...to see whether these ideas really would work right in that itch-space so particular to classic TTRPGs. 

Thanks all. If this is your jam, feel free to leave comments, questions, or goads for further reflection in the comments as you await next installments. No doubt others have thought about this stuff already. Happy gaming! 

Wednesday, April 29, 2020

Current overland journey rules

My players are currently struggling through the wilderness north of Karameikos, on their way to find a certain significant ruin from an old TSR adventure (on this note, I should hint that reading this entire post might offer a few breadcrumb-sized spoilers for B10, Night's Dark Terror). As I'm using said adventure more as a template than a rule, this meant I needed to whip up some decent overland travel rules - or, to be more precise, cobble together a synthesis of other writers' ideas that I like. The rules here might help you, too; feel free to tinker and enjoy them. They use the Powered by the Apocalypse rules approach, but if you're an OSR or d20 player, you can approximate the same system by rolling two saves/checks at a time, and calling 2 failures a failure, 2 successes a full success, and 1 of each a partial success.

I should stress that I don't think any single piece here is original to me, though I'm not aware of anyone with this exact synthesis. My inspirations included the travel rules from Dungeon World and Freebooters on the Frontier/Perilous Wild, as well as the Journey rules from The One Ring rpg and a smattering of ideas from across the OSR blogosphere. Those systems all offer cool things, but I wasn't quite content with any of them overall. (Freebooters players in particular will notice similarities, but also differences).

Source


My goals for this system were as follows:

+ make the wilderness itself tell a story and feel interesting to travel through (the old bogeyman of making overland travel feel more like LOTR's journeys).
+ give each player meaningful choices to make and significant contributions (I have 4 players currently). Make each player's choices cascade with consequences for other players, so that the team has to negotiate their choices while preserving each player's specialty. 
+ recognize rations and all that as important, but just abstract out all the cruft I don't want to deal with. 
+ incorporate risks of getting lost, taking too long, running low on rations, and running into scary things that go bump in the wilderness. 

My players seem to have enjoyed using it so far and have given me positive feedback. So far, they've made good progress at first, had a starving, lost pair of prospectors stumble into camp at night begging for food (and giving information), then got delayed deeper into the woods, had a bear attack the campsite at night (that almost got ugly), narrowly avoided killing off roped-up horses as they climbed a sketchy escarpment, fought down a beastman patrol in the deep, deep woods, and had a pre-planned encounter to set them up for next time.

The system has a few core principles: the landscape is divided up into abstract areas/regions, each of which are nominally 1 day's journey across (with minimal tweaking, this could work with hex-crawling, point-crawling, or zone-crawling). Each of these areas gets a simple narrative description to paint a picture of the landscape being crossed; a navigation score, usually a penalty, which represents the difficulty of moving quickly and confidently across this area toward a desired end-point; and a separate day/night modifier to show how likely a random encounter is here. Each area also may contain a number of Discoveries and Obstacles (typically about equal to the value of the negative Nav modifier). Obstacles are handled semi-abstractly through presenting tough choices to the Pathfinder (see below), though the party could 'zoom in' to approach an obstacle more directly should they wish to try to avoid its sting by risking some Defy Danger action.

Each of the players takes 1 of the following roles: Pathfinder, Warder, Firemaster, and Watch Captain. For each day traveled, the players will walk through these roles in the order listed above, using the "moves" listed below. If a character gains Discouragement, it means they roll on their journey move with a Penalty/Disadvantage die until the Discouragement gets cleared. In a nutshell, the Pathfinder seeks a clear way forward and/or hidden ruins/sites of interest; the Warder watches against ambush and, ideally, guides the players around any potential threat; the Firemaster oversees food supplies but also promotes morale around the campsite (think of camping in Tolkien; it involves rations, yet, but also singing heartening songs in the dark); finally, the watch captain, well, watches against scary things at night (we can assume there's an abstraction here; I'm not tracking who is asleep when and on which watch, I just hand the whole responsibility to the watch captain).

Below, you will find:

- my moves for the player Journey roles.
- a workflow list describing the steps taken to resolve each travel day.
- sample areas through which my players have traveled.


+ PATHFINDER. Rolls + INT.  - Add +2 if you have navigated across this Section/Region previously.
May choose to Forage & Hunt in exchange for Penalty die. 13+     You find a way forward without delay, avoid any non-fixed obstacles, and detect at least some sign of any Discoveries present in this section.

10-12 You find a way forward, detect at least one of any Discoveries present, and progress to the next section without delay.

7-9      You find a way forward, though it takes some time. Choose 2:
  • you detect at least one of any Discoveries present in this section
  • you find a way around any Obstacles in this section 
  •  you make good time, and will mark off progress on your journey for this section

6-        You fail to find a way forward today, and don’t detect any Discoveries present in this section; after all other players have finished their rolls, you can try again tomorrow. Continue with the journey process, but the GM won’t mark off any progress between sections for this day. 

+ WARDER. Rolls + WIS. May choose to Forage & Hunt in exchange for a Penalty die. 12+     You successfully avoid any threats, but you also get a sense of what you might have encountered. If you’re actually looking for trouble, you may have an encounter, and take +Advantage as you get the drop on your quarry. 

10-11 The day passes, and you encounter no threats.

7-9      You have an encounter - but choose 1:
  • You all get the drop on whatever’s coming, and can act before it reacts.
  • The encounter happens on tactically advantageous ground - with the GM’s approval, you define two helpful terrain features at the encounter site.

6-       You stumble into an encounter, and whatever is coming gets the drop on you. 

+ FIREMASTER. Rolls + CHA. Roll with a penalty die unless you hot-camp with a fire. 

10+     any Discouraged are no longer Discouraged, spend no Rations…

7-9      either all test for Discouraged (+ CON) OR spend 1 Ration

6-        Spend 1 Ration AND all test for Discouraged (+ CON) 

+ WATCH CAPTAIN. Rolls + DEXRoll with a penalty die unless the Firemaster chose to cold-camp without a fire.  
10+     the night passes uneventfully.

7-9      there’s a disturbance of some sort, but you’re prepared; choose 2:
  • + You (the watch captain) get the drop on whatever’s coming
  • + You have time to wake and warn the others before whatever’s coming arrives
  • + Whatever’s coming is unaware of your dispositions, defenses, and preparations
  • + You found a tactically advantageous spot to camp; with GM approval, define two
  • tactical features at or near your campsite.

6-        there’s a disturbance (GM rolls/selects nighttime encounter); whatever’s coming gets the drop on you (without the Scout special ability).



OVERLAND JOURNEY PROCEDURE WORKFLOW…

For each day of travel, repeat the following steps (these will make more sense once paired with the Move list for the traveler character roles).  

New day. Check the weather, apply any effects.

GM briefly discusses the landscape of the next section.

Pathfinder announces whether they will accept a penalty to spend part of the day hunting/foraging.

PATHFINDER makes their roll, with penalty if Discouraged from the night before. This roll’s result tells the GM whether/how to present discoveries and obstacles.

GM presents, in order, any obstacles to be faced, asking the Pathfinder to make any relevant choices about how to handle them. (The Pathfinder may choose to zoom ‘into the scene’ to play out resolving an obstacle with concrete rather than abstract play, but be aware this opens the party up to possible harm and further loss of resources).

The GM describes any Discoveries made, and asks whether the party wants to divert to explore any of them in detail (dungeon-crawling style/pace). [If the party does explore a discovery, the day’s journey is paused; the Warder will need to roll once the PCs finish their exploration].

WARDER announces whether they will accept a penalty to spend part of the day hunting/foraging (only if not already disadvantaged).

Next, the Warder makes their roll (possibly at a disadvantage, if Discouraged, if Hunting, or if given a penalty die by the Pathfinder).
              They tell the GM the result, GM adds or subtract Section’s encounter risk modifier, and declares the final result.

The Warder’s roll result tells the GM whether/how to adjudicate any attacks/encounters.

The Warder makes any appropriate choices presented after their roll.

Play out any encounters or attacks.

If the PCs are pursued by enemies, you must resolve the pursuit before pitching camp.

The FIREMASTER makes camp. They choose whether to cold-camp or hot camp, then roll (with penalty if cold-camping) and make any relevant choices.

The GM asks the FIREMASTER to nominate one member of the party who will answer one character-background question (PCs get to know each better each night around the fire).

WATCH CAPTAIN now makes their roll (with penalty if hot-camping). They tell the GM the result, the GM adds or subtract this Section’s encounter risk modifier, and declares the final result (the category, not the number…keep the modifier secret).

Play out any nighttime encounter.
If the party has to flee from this encounter, they have to repeat the FIREMASTER and WATCH CAPTAIN roll again before morning.

If the party is still alive in the morning, check off a box of progress, move to the next Section, and repeat the process until the party reaches their journey’s end!!!


SAMPLE REGIONS

Finally, here's a rough example of what regions might look like: my players traveled through these regions recently on their way...to adventure. They seem to be enjoying the travel system. This presentation of 3 particular regions, note, is of a linear path in a mountain valley; there's no reason this system wouldn't work with non-linear travel instead, though writing up a description like this for a hexcrawl could get tedious (unless it's a pretty tight, focused hexcrawl, on the scale of Hot Springs Island).


Area 1
Parkland and broadleaf forest, criss-crossed by the trails of trappers and prospectors. Old, broken-hulled rowboats occasionally seen along the banks of the Foamfire river. 
Nav +0
Day +0 / Night +0 
Encounters (roll 1d6): 
Day/Night: 1-3 hungry prospector; 4-5 1d6 bandits; 6 1d6 hungry wolves
Discoveries: None
Obstacles: rotting bridge - you encounter an old wooden bridge along a path. It’s rotting. Do you, individually, test for Discouragement, or do you accept the time, wet, and effort of tromping around looking for a ford (give Penalty die to the Firemaster), or do you add an extra day to this Section? 

Area 2
Thick broadleaf forest atop rolling hills. The trail(s) fade and vanish. No humans are seen; the land is quiet apart from scattered birdsong and wind in the branches. 
Nav: -1
Day: +0 / Night -1
Encounters:
Day/Night: 1-3 A Brown Bear, 4-5 1d6 hungry wolves, 6 an owl bear 
Discoveries: 1) The stream drops over a noisy waterfall over the escarpment. Beside the lower stream bank, you find an overgrown grave with a carved headstone, barely legible, and a magical, un-corroded arrow (+2 hit/dmg, dissolves after first strike) lying athwart the grave. 
Obstacles: Steep escarpment blocking the way, un-scaleable with mounts; abandon them, add a day to this Region as you look for way around, or roll +DEX to climb up on 7+ … failure = 50% chance of losing each horse/mount (‘real time’ rules).

Area 3
Now atop the escarpment, the land rises gently but is covered by a very old, thick forest; the broadleaf trees above are even bigger here, while below the leaf piles swishing around your feet and hooves grow deeper. The forest closes in with long shadows all about, and there are dark, shadowy places you can’t peer through, in every direction you look. Picking your way through the thick, silent forest becomes more challenging. 
Nav: -2
Day: -1 / Night -1
Encounters: 
Day/Night: 1-3 1d6 wolves, 4-5 1d4+1 Beastmen, 6 b2d6 beast men + 1 Beast Ogre raid/patrol
Discoveries: 
- signs of territorial marking by feral humanoids (see the tower below).
- here and there, crumbling stonework remnants of an old road underfoot leading up into the valley (Hutaakan). If this is discovered, the Pathfinder takes a Bonus die for next day’s/section’s Nav roll. 
- a burned out 3-storey tower with an ancient sage’s emblem in the masonry above the door, now heavily vandalized by crude humanoid graffiti of violent scenes 

Obstacles: 
  • a marshy bog area (all PCs must test vs CON (7+ = success) vs Discouragement)
  • an Ironroot tangle (add a day to the region by going around/through, or give Penalty to Warder) 

Thanks for reading - and happy gaming!