Hi!
Ok, so if my reading is right with the first edition rules, wilderness adventures would be exactly the same as underground and dungeons but without the lighting rules because of daylight…Is that so?
Thank you!
sameoldji
Hi!
Ok, so if my reading is right with the first edition rules, wilderness adventures would be exactly the same as underground and dungeons but without the lighting rules because of daylight…Is that so?
Thank you!
sameoldji
Yes, right. If it is daylight (bright light), then there is no need for light sources.
I’m sure you are aware, though, that a fully-lit dungeon undercuts a lot of the game’s economy and levers. Everything from the grind, weather effects, pacing and tension, navigation, obstacles, resources, and camp is affected.
A lot of other games are unaffected by such an adventure site, but Torchbearer needs more thought to apply pressure above ground.
For example, you could set it in a haunted forest like the Ironwold, where the trees block out the light. So now the locations are dim and dark again. Also, hunting is limited due to a lack of animals, so resources are scarce again. Things like that have to be reintroduced. Then there are ghosts, trolls, and terrifying things, so the danger is amped up.
However, if it is just a part of the adventure or a mini-adventure or interlude that isn’t the full location, then that works, and people do it all the time.
What did you have in mind?
Hey thank you!
Nothing crazy, a walk in some labyrinth like woods and ruins located between two towns…
Cool, yeah, even ruins could have areas of Dim Light where the party chooses to light a torch to avoid any penalties. So it can work just fine.
If it were something like the Isle of Dread, then that would be a different story. That adventure isn’t well-suited for TB without a lot of modifications.
Re; Wilderness adventures —
Our group was stalked by a bear over two sessions.
One bear.
Not a troll bear. Not a demon bear.
A bear.
Terrifying.
That’s just part of what I love about Torchbearer.