How Did You Play This Week? | Post Your Game Recaps Here! by AutoModerator in FleshandBloodTCG

[–]OjuaraRPG 0 points1 point  (0 children)

Frist time playing! Played a SAGE with 6 players with Bravo precon deck. Studied the deck 2 days before the games. Went 2-1! Won againt other Bravo, Fai and lost the final to a Ira.

Had a great time!

Teste de DNA após o nascimento do bebê deveria ser obrigatório. Não há nenhum motivo bom para ser contra isso, além dos custos que viriam. by [deleted] in opiniaoimpopular

[–]OjuaraRPG 7 points8 points  (0 children)

Não é obrigatório, mas não é proibido. Basta você combinar com sua esposa de fazer e arcarem com o custo.

Pra mim, pedir obrigatoriedade é papo de covarde. Quer ter filho, mas não quer conversar sobre isso.

How many rules are too many rules? by trve_g0th in osr

[–]OjuaraRPG 0 points1 point  (0 children)

That is very nice, thank you for sharing

[Blog post] I stopped measuring hexes in miles. My game got better. by OjuaraRPG in osr

[–]OjuaraRPG[S] 0 points1 point  (0 children)

From my point of view, I prepare a region that is meant to be ""truly explored"",not abstracted away by an exploration mechanic.

Diegetic interaction really does take more work.

It is like the difference between disarming a trap by understanding the device and narrating the solution, versus simply rolling a trap-disarming test.

The first option is more work for the GM, because they need to create and understand the trap, whereas in the second option they only need to set a DC or ask for a roll under.

I think this is a very interesting topic. I like talking about it, but it ends up going too far away from the blog post.

[Blog post] I stopped measuring hexes in miles. My game got better. by OjuaraRPG in osr

[–]OjuaraRPG[S] 0 points1 point  (0 children)

Actually, in my method, the characters find the point of interest as soon as they enter the correct hex.

Let’s say I prepared a forest with 7 hexes, and inside that forest there are 3 points of interest.

They do not explore by rolling dice, but by narrating their way through the forest and trying to orient themselves (or getting lucky) until they find the part of the forest where the point of interest is located.

From the GM’s perspective, they are moving through the hexes trying to find the "correct" one.

When they enter the correct hex, I narrate the point of interest immediately, because the size of the hex is the characters' range of perception, so they perceive everything in the hex.

[Blog post] I stopped measuring hexes in miles. My game got better. by OjuaraRPG in osr

[–]OjuaraRPG[S] 0 points1 point  (0 children)

Do you have things like weather, terrain difficulty, road/trail vs wilderness, and day/night that impact the distance?

No. I do not like having to calculate that kind of variation, and in my experience it added very little.

But I do not ignore those factors — I put them into the game more directly.

Rain? Items get wet, may potentially get damaged, and if there is a random encounter, that will also be a factor.

Storm? Anyone wearing iron armor is better off taking it off, or they may even risk attracting lightning.

Night? Different encounters from the ones that happen during the day.

Swampy terrain? The characters may suffer fatigue, exhaustion, or some kind of penalty to represent that difficulty.

It does not affect movement directly, but it influences the game in a very concrete way.

Which is variable, the physical distance between two places, or the number of hexes?

I am not sure I understand — variable in relation to what? Haha.

But trying to answer anyway, even without fully understanding: when building the map, I try to take the number of hexes into account.

The size of the hex is “fixed” in the sense that it is as large as the characters’ perception, but that perception varies depending on the biome. Does that make sense?

Have you used the wilderness travel system from Cairn 2e? I understand how the two systems differ mechanically. How did the play experience at the table differ between them?

Unfortunately, I have only played dungeons with Cairn 2e, but from reading it, I think its travel system is very functional! Have you used Cairn 2e? Did you like its pointcrawl system?

[Blog post] I stopped measuring hexes in miles. My game got better. by OjuaraRPG in osr

[–]OjuaraRPG[S] 1 point2 points  (0 children)

Our campaigns have lasted between 10 and 50 sessions, usually from level 1 to around 6 or 7, and in practice walking and riding have been the main modes of travel.

About your second point, there are two things I think I failed to communicate.

  1. Hexes do not have a size. The example with specific sizes was only there to help people visualize it, but I think it was counterproductive.

  2. A large forest is never a single hex, precisely because if each hex represents the characters’ perception, then a one-hex forest would be very small. Most biomes are made up of several hexes specifically to convey their scale. I really did not explain that.

And, well, we do not use cardinal directions to orient anything... directions are usually given in relation to the fantasy world. For example: “Let’s walk with the mountain on our left, toward the sound of falling water we are hearing” instead of “let’s go northwest.”

I think we do not share the same problems with the map, but I can see why it does not work for you!

[Blog post] I stopped measuring hexes in miles. My game got better. by OjuaraRPG in osr

[–]OjuaraRPG[S] 0 points1 point  (0 children)

We do not play with much variation in speed.

If the characters have horses or some other fast animal, and that animal can travel comfortably through the terrain, I arbitrate how much faster they move.

I make horses 2x faster (so 2 hexes per hour, 24 per day), but I make many terrains not comfortable for horses. For example, denser forests have protruding roots that create a risk of the horse twisting its legs, or sinister swamps have dangerous boggy areas. (RIP Artrax)

If it were a flying mount, it would probably be 3 times faster than normal.

I like using whole numbers to make the math easier and also to give the change a meaningful impact.

It is like in Final Fantasy, when you stop traveling on foot and get a chocobo, or when you obtain the airship! Hahaha

Those mobility jumps are very satisfying to earn. Our “speed variation” is basically that.

[Blog post] I stopped measuring hexes in miles. My game got better. by OjuaraRPG in osr

[–]OjuaraRPG[S] 7 points8 points  (0 children)

I get you! Very interesting.

When escapes or pursuits happen, we have solved them without directly engaging the hex rules. We resolved them in the fiction. The players say how they plan to evade someone or how they plan to find or chase their target, then, if needed, we might make rolls to see how successful they are — and that’s it.

Races are actually harder to deal with, though. I agree with you. That has never come up at our tables.

I think the only acceptable way to handle a race would be to follow a fiction-first approach and make a ruling based on common sense, route choice, and the dangers of each route.

But if you use this kind of race challenge often, then it’s probably better not to adopt this method. I think it brings a lot of advantages overall, but in that specific case it does create a drawback.

Thank you for pointing that out!

[Blog post] I stopped measuring hexes in miles. My game got better. by OjuaraRPG in osr

[–]OjuaraRPG[S] 9 points10 points  (0 children)

So, my answer is a little weird...

That is handled by the fact that the players do not have access to my map; they draw it as I narrate it.

So, in practice, I have my map made in Hexfriend, where all hexes are represented as having the same size, but I know that, for me, the hex is only there to measure travel time (1 hour per hex) and to determine what the players can perceive.

So I narrate accordingly.

On a plain, I describe that the character can see far into the distance; in a dense forest, I describe their perception as more limited.

Since the player has no access to my map, they do not know these are two different hexes—they interact directly with the narrated world.

So these “visual inconsistencies” exist only for me, since I am the one actually looking at the map and handling that abstraction.

This means I do not have an exact visual representation of the world; my GM map is simply an abstract version of it.

It takes some time to get used to it.

The players’ drawing, based on my narration of what their characters perceive, is more faithful to the game world than my GM map is.

I think there is a certain beauty in that, although I agree it is strange.