Heads up, upfront. This is a long one. I’ve got a lot of thoughts! Thank you to anyone who takes the time to read all the way through.
Hi all!
I’ve had an idea brewing for a Torchbearer game, and I can’t get it out of my head except by playing it. It’s a classic West Marches campaign (one town, rotating cast of players, slowly turning the Dangerous Unknown into the Dangerous Known, etc.). Like many before me, I think that Torchbearer is, for the most part, perfect for this type of game. But I think I’ll need to change some things, either about the rules or the campaign, to make the marriage work:
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Hometown - In this game, there will be only one Town. Players who make it their character’s hometown will get their benefits every Town Phase. Those who do not will never get their hometown benefits. What would you do? Let the chips fall? Everyone gets the benefit, regardless of their hometown? Nobody gets the benefit, regardless of their hometown?
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Town Events (1) - Some town events make a town temporarily unusable, and some wipe the town off the map. That’s a great source of drama in a normal TB game, but I think it could easily wreck this type of game. What would you do? Nix town disasters altogether? Rewrite them?
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Missing Sessions - RAW, you get some fun little goodies when you miss a session. With a rotating cast of players, this will either never come up (if you “miss” a session, that’s no different than the 10 other people who had no interest in attending the session), or will always come up (these 11 people weren’t in the previous session, so they all get the goodies when they can make it next!). What would you do? Nix it altogether? Give it to a lot of people each session? Keep track of who actually missed a session?
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Expeditions - Classic West Marches/Open Table problem: Party A went exploring the Caves of Chaos. The session ends while they’re still exploring. Days pass, and their rival, Party B has a session. They want to go to the Caves of Chaos, but what do you do to maintain continuity and player agency? There’s lots of solutions to this problem, but the one I’m going with is an Expedition framework: every session begins as the party leaves town, and every session ends when the party gets back to town. That way, future sessions have a game world devoid of other players, so no messy continuity errors.
a. End of Session Hurting - Since sessions rarely end with the players neatly arriving in town, we need to “teleport” them home at the end of each session. This incentivizes certain exploitative behaviors (“Don’t worry about this dragon, guys! The session’s almost over. If we can wait it out for 10 more minutes, she’ll have to take us safely back to town!”). Again, there’s lots of solutions to this problem. I’m leaning towards, at the end of each session, if the party is not safely in town, rolling for some off screen misfortune that befalls them on their return trip.
a.1. Does this sound fair? Any better ideas?
a.2. How does the following End of Session mechanic sound?
At the end of the session, if the party is still exploring the blighted county, consult the following list of factors to determine how many dice you will roll:
– Night: +1D
– In the dark with no light source: +2D
– Party has no map with current location: +1D
– Lost: +2D
– Return path would require at least one Test (Pathfinder, etc.): +1D
– Actively engaged with a threat (middle of combat, etc.): +3D
– Accompanied by a guide: -1DTotal the number of dice that rolled a 4, 5, or 6 and compare that number to the below chart to determine what fate befell you:
0: Good Fortune! You make it out without worry or consequence.
1: A Brief Stumble! Every character loses a random item they were holding. If they were not holding anything, they do not lose anything. You know where you lost it.
2: A Torn Pack! Every character loses one random item from a random container on their person. You know where you lost it.
3: A Brief Stumble in the Dark! As result 1, but you do not know where you lost it.
4: A Torn Pack in the Dark! As result 2, but you do not know where you lost it.
5+: A Long Road Home! Gain Hungry & Thirsty. Additionally, gain whatever condition the Grind would have given next. For each result rolled above 5, gain an additional condition (per the Grind order). If you (through a frankly miraculous twist of poor planning and worse luck) will die by taking a condition via this table, tax your Nature instead.If you must lose an item, and the item you randomly determine is a stack of items, lose the whole stack.
Only roll once for the whole party. You live and die as a group.
b. Phases - The expedition framework maps neatly onto Torchbearer's phases: During a session you are in the Adventuring/Camp phases, then you go back to town and have a Town phase in between sessions. That last detail sounds complicated (see next question), but, barring that, does this sound like a terrible idea? I really like the way it ties the game mechanics into the campaign structure, but I feel like there's a snake in this grass.
c. Town Phase - Town phase, taking place between sessions, with a rotating cast of players, sounds complicated. What would you do? Have everyone do Town phase at the end of a session? At the start of the next one? I'd rather do it via text in between sessions, but that sounds extra complicated.
d. Town Events (2) - If we moved forward with the whole "Town phase in between sessions" dealio, how would you handle the Town Events roll? Would you just, at the end of each session, announce to the pool of players what had changed?
e. Money Woes - If the players have to come back to Town after each session, they have to have a Town phase in between / at the end of / at the start of each session. Since the minimum lifestyle maintenance Ob is 1, each player would have to make, at minimum, an Ob 1 Resources test each session. Should I change that? Give out a bit more treasure than normal? Just let it be? Maybe characters could elect to return to town without having a Town phase?