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ElenioMarrone's avatar

I'd be very interested in an expanded mechanic from this starting point, it sounds fun. Maybe there should be some way to generate standard current and wind patterns? And depending on where you are the wind and the current are more or less favourable?

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Copy/Paste Co-Op's avatar

Ah yes, I have a table of winds, that you roll for when “the wind changes” according to an Encounter roll, and I was thinking of a procedure to detail how to decide the direction of the flow of the current. On the map here, I tried to make them all align, and then one doesn’t (to the east), which could potentially be an interesting site- of whirlpools, choppy waters etc. This is really just a starting point for this system, but it feels fun and interesting, so I’ll definitely embellish it. Thanks for reading!

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David Rollins's avatar

I don’t know if you are looking for another game’s method of having the environment as an adversary. It is different, but Free League’s Forbidden Lands does that well for overland travel. It operates in four six-hour segments for travel and exploration, and it is focussed on hex movement.

The best example of the environment as a character is the Bitter Reach setting where the cold is always trying to kill the party. Their procedures are evocative and actually made role-playing cold-weather camping fun for me. I found that surprising, since my experience with cold-weather camping when I was in the army did not make me think a game about it would be at all enjoyable. I only tried it because the rest of the group was so excited about the setting.

I love how you have both currents and wind as elements!

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Copy/Paste Co-Op's avatar

Ah thank you! I’ll have to check Bitter Reach out. Sounds really interesting.

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