How do you handle passing of light

Hi,

Small question regarding light sources.

We have 4-member group and one character has a torrch light up. They come up different situations like fight conflicts, lockpicking, pathfinding, triggering instincts etc.

How does this one torch affect the team and how do you handle this in your games?

Can we expect that players would always pass torch to those in need. Or can we expect that only in situations that have the neccessary time to pass light like in lockpicking. Or must team always choose which characters are in light and which not in advance?

Majis

Hey there

In my games, I use the equipment cards and the Dim and Dark cards on the table (or VTT screen) to show who is holding the light. Then it is easy to pass it around and clearly mark who is in the light.

  • In a conflict, you can switch who is in the light at the top of the round when declaring weapons. Those in Dim suffer factors and Dark cannot act except in Flee or Riddle conflicts.
  • In a situation where a thief in Dim light needs light to pick a lock, the other character holding the torch can just narrate into their help that they move closer to the person to give them light (and then say who is in Dim light). No need to make it more complicated if there is time and the situation allows it.
  • For a pathfinder test, the person making the test is affected by the factors. So Dim light would be a factor for a Ranger trying to get the group back to the forest camp at night, unless the Ranger has a free slot to carry the torch.
  • For instincts, you assess the light at the moment of taking the test, like any other test. It is important that players say when they think their Instinct triggers. So they have control over this timing. It would benefit that person to grab the torch before launching off in some instinctual action. Otherwise, the dim light factors still apply.

Or must team always choose which characters are in light and which not in advance

At the very least, everyone should know who is holding the torch at all times. They need a slot open in their inventory, and should declare who is in the light and not.

Overall, the Dim light card should be your friend and help to keep the flow of the game moving for quick changes.

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Koch nails it. You can pass around a light source in most situations at need as long as the person receiving it has a hand free.

The person holding the light source is always in bright light. So if it’s a candle, they’re it. For other light sources, the description of the player whose character is holding the light source determines who is in bright light, who is in dim light and who is in darkness. The description can move it around. But if everyone has to make a test at once, like a Health test after triggering a trap, only the characters who were in bright light at the time the test was called for benefit from it.

Likewise, the torchbearer should choose who benefits from the light when weapons are chosen between rounds in a conflict. There’s no changing around who benefits from the light until weapons are chosen again before the next round.

As a corrolary to that, make sure your torchbearer doesn’t get knocked out of a conflict! If they go down, the light goes with them!

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