Travel Mechanics!

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Me, Myself and Die!

Me, Myself and Die!

Күн бұрын

The third in a series of videos discussing my upcoming RPG, "The Broken Empires", launching on Kickstarter October 1st. Today, I talk about using Travel mechanics to really immerse your players into the game world!
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Пікірлер: 93
@jnlsnfamily8747
@jnlsnfamily8747 3 күн бұрын
Now we're talking. Travel is part of exploration and is neglected because exploration is neglected. Skipping travel is also a missed opportunity for soft world building, foreshadowing, plot development and subtle exposition.
@alderaancrumbs6260
@alderaancrumbs6260 3 күн бұрын
@@jnlsnfamily8747 travel rules are a part of why I supported the “Break!!” RPG. It’s such a great part of the experience and I’m excited to see how the game might ricochet off travel complications.
@nagaenigma
@nagaenigma 3 күн бұрын
I completely agree. It baffles me when some of my favorite RPG designers dismiss travel as mere filler, arbitrary and dull 🤷🏻‍♂️
@Velgarn
@Velgarn 3 күн бұрын
Problem with many people not using travel is that they probably play 5e, which has basically no rules for making travel interesting, especially considering that by either being a ranger or having the right background you can just say "okay we can never get lost, i know where to go, get food and stuf with no rolls needed". Wehn i made my only 5e campaign in the Icewind Dale zone i had to basically make my own rules because i wanted exploration in a snowy biome be an essential part of the campaign, with rations and heat being important to keep an eye on
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
Yup, exactly.
@ReinReads
@ReinReads 2 күн бұрын
The AD&D Wilderness Survival Guide has been my go resource/inspiration for years playing various versions of D&D. Can’t wait to see the final design of Broken Empire’s travel rules and get them to the table. Seems like a streamlined system that keeps the core importance of travel without bogging the game down.
@MeMyselfandDieRPG
@MeMyselfandDieRPG 20 сағат бұрын
@@ReinReads That's the goal!
@voncottas
@voncottas 3 күн бұрын
I was going to skip the next travelling part of my groups journey, but now you convinced me to include it. Thank you.
@TinyTactician
@TinyTactician 3 күн бұрын
Usually, it's difficult to follow verbal explanations of game mechanics in videos, but your explanation was really clear and easy to follow! As a GM who typically skips over travel mechanics-mainly because the games I've played either lack interesting systems or don't offer any support-your approach stood out. It sounds fun, intuitive, and easy to grasp. I especially appreciate how your system facilitates the GM’s engagement with players, which is a great design philosophy.
@_grumpytoad
@_grumpytoad 2 күн бұрын
I'm currently running a highly homebrewed D&D 5E Spelljammer campaign. One of the many additions I have introduced is travel time: spelljamming between two locations across wildspace or the Astral Plane takes days or weeks depending upon a dice roll that is influenced by the spelljammer helmsman's skill check. This time allows for PCs to engage in some (but not all) downtime activities, engage in various roleplay scenes between eachother and/or other NPC crewmates, and, of course, allows for random encounters (which typically means a combat, but not always 😉). And we all love the travel time in our campaign! In addition to all the aforementioned reasons, the travel also allows a nice and often much needed change of pacing after stressful combat or focused intrigue. Finally, the theme of our spelljammer campaign is heavily based on maritime swashbuckling influences such as Pirates of the Caribbean or Master and Commander, of ehich travel time is one of the staples of the genre. All that is to say: big agree! Travel time can add so much to a campaign!
@animatorFan74
@animatorFan74 2 күн бұрын
That's what's so great about Ironsworn too. Actually doing some travel IS the adventure and it makes the adventure so exciting.
@sarahraynore6713
@sarahraynore6713 3 күн бұрын
I feel like the reason so many people overlook travel is because most of us are playing DnD. And in a "modern" game of DnD 5e where the players are superheroes (I don't really like that analogy but I can't argue with it) usually there is so much emphasis on plot and the GM has the plot-relevant locations so fleshed out that suddenly going "and now we're gonna roll some random encounters" kinda feels like when in anime you reach the very obvious filler episodes. I'm a GM and I'm totally at fault of this. I'd really love to find a way to incorporate more travel stuff and random encounters into my games but so far it feels like a sudden shift compared to the rest of the sessions. I think I've found a way to bypass it though, generating the "random" encounters beforehand so I can work a little bit on them and make sure that they either link into a character's backstory or that they have enough meat that they'll have further consequences beyond "they find some bandits on the road, kill them and go on their merry way". More work for me but I was pretty satisfied with how it turned out last time so I guess that'll be my approach for now... in DnD games. I really want to make some time to get a game of Forbidden Lands going and experience that kind of heavily exploration-based gamestyle. I'm really liking what I've seen of your travel rules so far and I can't wait to try them!
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
It helps to stop thinking of travel as "the stuff that gets in the way of the REAL adventure", and start to understand that travel IS the adventure (or at least a part of it). But you're absolutely right - the current iteration of D&D is all about superheroes doing superhero things; it's a very different style of game than the one intended and assumed by the Broken Empires.
@samsolitaryroll
@samsolitaryroll 3 күн бұрын
I'm running Ryuutama for my group right now and from watching season 4 of MM&D I would say that I like how TBE deal with travel! It's fascinating how TBE and Ryuutama takes different but similar approach on travel rules and since I enjoyed Ryuutama's a lot, I get the feeling that I'll enjoy TBE's too. Great stuff!
@The_Mad_Chef78
@The_Mad_Chef78 3 күн бұрын
I've often struggled with making travel interesting and not just a string of random encounters that don't really make any sense, or if the dice are fickle nothing happens at all. I really like what I am hearing about these rules, they seem light enough to not be cumbersome but robust enough to give me inspiration to improves with.
@Gidizz
@Gidizz 3 күн бұрын
I just wanted to say that I think the map makes for a beautiful background to these videos. Also, your green screen skills are in point. Loved the video and the subject matter, as always!
@FaptainCalcon750
@FaptainCalcon750 3 күн бұрын
Oh, I'm loving how these different travel roles are sounding. Sounds like they'll paint a very nice picture of the broad journey if done as intended. The only thing that has me scratching my head a bit is how it'll work for solo play lol. Like, could perhaps the one player does all of the roles but at a penalty per roll? And that would incentivise hiring companions for travel. Looking forward to the Kickstarter!
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
Yes ;)
@Cuthbo
@Cuthbo 3 күн бұрын
Couldn't agree more on the travel! Lord of the Rings is all about the travel. Do they try to go through Moria or take the pass of Caradhras? Do they walk to Mordor or just fly there on the Eagles?
@matthewparker9276
@matthewparker9276 2 күн бұрын
I think one of the hardest parts of designing and running travel is making it dynamic. Making the party's choices (route, pace, means, etc.) matter, and also giving them a way to update those choices during the journey. But harder still, imo, is making travel a dialogue. The reason travel can so pften be handwaved is that it would otherwise be a monologue. This isn't problem in literature, because it isn't an interactive medium, but in games there beeds to be some back and forth, where players act, receive feedback on their actions, and react. If your travel boils down to a description of the world as you pass through it, it can be handwaved. Random encounters were initially there to solve this problem, but if your random encounters aren't meaningful, they become an annoyance that just takes up play time, and dont add to the travel experience. They also don't necessarily turn travel into a dialogue, random envounters could easily be run as "you walk to the dungeon, on the way hou encounter 2d6 wolves, roll initiative." And then there is my personal peeve with running travel, making it actually feel like it takes time. You could describe the many little details they party sees along the way, but that could bore them. So, for good travel mecahnics, I think you need: 1. Multiple ways to get from a to b. This could be multiple routes, like overland vs coastal, or it could be multiple transport options, like horse and cart vs. blimp vs. walking. 2. Encounters, random or otherwise, should be obstactles to a specific way of getting to b. An avalanche blocking the road, or pirates seizing ships. These are best if players are aware of the possibility, but not the certainty, of them occuring before they set out. 3. Players can update their travel plans mid route, without turning back and starting over. Taking a side path from the overland road back to the coastal road, or abandoning stealth and charging forward at full speed. All this culminates in: 4. When the party encounters an obstacle, they can choose to either attempt to clear it, or update their travel plans. Not every obstacle necessarily needs to prompt an immediate choice, pirates attacking would obviously inspire the party to fight back, but they should all lead to an eventual choice, like the ship being damaged might slow them down, unless they stop for repairs or change ship. In terms of obstacles I would have three(maybe more I'm not thinking of) categories. Obstructions. Avalanche, troll blocking the bridge, etc. Things that make further travel imposible until it is cleared. Delays. Damaged vehicles, storms, getting lost, etc. Things that slow down progress or sap resources to push past. Complications. A bit of a nebulous category that I would describe as things that make the party want to update their travel plans. This could be getting a side quest, news of an accelerated deadline, etc. These can even be beneficial to the party, as long as they disrupt travel, like leading them to a treasure they cannot easily carry.
@MeMyselfandDieRPG
@MeMyselfandDieRPG 2 күн бұрын
Yes :)
@maxzzzzz3004
@maxzzzzz3004 2 күн бұрын
I love this so much. It sounds exactly how I want to play an TTRPG. Narrative first and have some tools to assist you in improv giving you some "physicality" as if it is a real place you are in.
@SkittleBombs
@SkittleBombs 3 күн бұрын
These are awesome, I’m going to try to implement this into my ironsworn games, someone to undertake the journey, some one to explore the waypoints, someone to introduce RP moments (interlude scenes) and look for chances to use recovery moves. Sound amazingly simple and allows people to narrate a task they perform and give them guidance on how to act if we are in a routine prior to the encounter shaking up the travel
@toddweaver1390
@toddweaver1390 3 күн бұрын
I can’t imagine doing a game without travel events. Even did a CBR+PNK game where I used Ironsworn: Starforged-style travel during an escort mission. Even for traveling across one giant but dangerous mega-city Travel helps the world come alive!
@johnberry5296
@johnberry5296 3 күн бұрын
Cannot wait to back day one, Trevor. If anyone is looking for great fantasy travel novels , Kings of the Wyld and its sequel Bloody Rose read just like a party of PCs going on an epic journey of discovery.
@Stephen-Fox
@Stephen-Fox 3 күн бұрын
Really interested to try these rules out. Travel isn't a significant thing in all the stories I read/watch or all the games I play, but when it is significant, it tends to be The Most Significant Thing. It's not an all or nothing thing... But it is a >70% or nothing thing.
@demetrinight5924
@demetrinight5924 Күн бұрын
I love travel in fantasy settings. Not knowing what is out in the wilderness is part of the fun. I like changing up the style of encounters when running my own game. A bunch of bandits or goblins gets a little stale if that is all the characters find. I have started adding in weather hazards, traveling merchants, or some other sort of social encounter. Even an old campsite or abandoned building can provide some interest. I don't like skipping travel until the characters can use teleportation magic. Even then it is usually reserved for the trip home.
@dom180269
@dom180269 3 күн бұрын
Another great video Trevor - I love the way that you're keeping the community updated on these key aspects of TBE. Just wondering - if you have a really dysfunctional party, will they need to use the social mechanics while the GM uses the travel mechanics, as they fight tooth and nail over who gets to be the guide or quartermaster this journey..?
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
😄
@Joshuazx
@Joshuazx 3 күн бұрын
I agree, travel is great and under used! I think the problem is modern gamers learned gaming from D&D 5e and 5e does not lay out a PROCEDURE for dungeon or wilderness exploration like older editions of D&D or OSRIC. Whatever system you got, I recommend writing a procedure with bulleted steps.
@noreasternbrewmaster8705
@noreasternbrewmaster8705 2 күн бұрын
I love starter sets. I'm hoping you'll have one available for test driving during the KS campaign. Really looking forward to this one.
@thomasranney8913
@thomasranney8913 3 күн бұрын
I struggle with this sometimes in my solo play: mechanical dice rolling vs dynamic interpretation of what the rolls mean. My best sessions are those with creative interpretation of rolls bringing to life my story. Love these Travel rules, and I can see the influence from The One Ring (which is my current campaign).
@DeadMarsh
@DeadMarsh 3 күн бұрын
My most anticipated game was Dolemenwood. WAS! Now it’s TBE…journey rules!? Mechanics for traveling are super important for me. (I was a neglected Ranger in D20 based games in the past) lol. I always loved TOR journeys but wished there was more meat on those bones. This is great.
@torinmccabe
@torinmccabe 3 күн бұрын
DnD used to be about resource management (get gold=exp by smartly avoiding traps and useless fights). DnD now seems to be about character and plot management (look how cool and powerful my PC is and how they are a hero on an epic quest). This makes travel and random encounters, as a way to reduce resources, much less important. Matt Colville did a nice update to this in his Dusk campaign by making the "resources" be NPCs that the PCs had to protect and care for
@JohnGPK
@JohnGPK 2 күн бұрын
I think there are some perceived issues with travel. The big one I think a lot of people miss is the chance to introduce wonder. Impossible landscapes, breath-taking views, amazing structures - it can be hard to communicate wonder, but also many don't try and miss the chance. GMs seem to skip travel because it detracts from their next plot point and don't see it as a chance to weave in more threads. There's also the seeing it as more work. Players also are okay skipping travel because it's a resource drain, something to struggle through/get past till the main story picks up again and usually lacks any obvious reward. Systems also frequently don't help beyond roll tables if they provide anything at all. A way to include roll tables with advice to synch them with a plot or subplot and/or interesting world lore would be great.
@karlheilmann9172
@karlheilmann9172 2 күн бұрын
I found this is the case with DMs these days. As a DM, I refuse not to include the travel, but I abbreviate sections without any real events. I'm sure that's how it normally goes, though. Love travel and outdoor adventure.
@drillerdev4624
@drillerdev4624 2 күн бұрын
LotR skipping travel? That'd an UberEagle delivery
@SmileyTrilobite
@SmileyTrilobite 2 күн бұрын
In D&D, I’ve tried to make exploration more than a series of die rolls the same way combat would be more than a series of die rolls: by giving players strategic choices based on information: - Slot encumbrance & limited space; - Foraging uses a separate encounter table (so you find things that could be useful but may require interaction); - Route choice offering different dangers and opportunities; - Encounters & discoveries may offer ways to affect other conflicts or factions in the area (why is it here, and what else does it connect to?)
@MeMyselfandDieRPG
@MeMyselfandDieRPG 2 күн бұрын
Yes, exactly. That's the kind of stuff this system aims to reflect.
@ike_d5402
@ike_d5402 3 күн бұрын
Fantasy is my least favorite genre, but you have somehow gotten even me excited about TBE
@YannMiollan
@YannMiollan 3 күн бұрын
I've never been a fan of fantasy, mostly because the world I've always stumbled upon were too high fantasy and had too much magic. I rediscovered this genre with Me, Myself, and Die! It feels so real somehow.
@_mawburn
@_mawburn 3 күн бұрын
Yeah, that poll on the Facebook group was weird to me too! I freaking love travel mechanics. I could play a whole campaign that is nothing but travel, like LotR. Blood Drive for Deadlands is a module that is nothing but travel in the Old West, but it's a little too linear for me in terms of being a module.
@toddrohrer8680
@toddrohrer8680 2 күн бұрын
7-8 seasons were great
@dartmart9263
@dartmart9263 3 күн бұрын
Wow! What a gem. Is this coming out in a publication outside of the new game? I think our D&D group could benefit from going over these point in a document, not just a YT video. Thanks!
@YannMiollan
@YannMiollan 3 күн бұрын
I remember 2 years ago, Ginny Di made a video about how to make travels in Dungeons and Dragons, because most DMs would just make their players fight 2d6 wolves or something and it's boring players. In The Broken Empires has an embedded mechanic for that! She made a similar video about how to make combats in D&D interesting and not just grinding down hit points, a problem that doesn't exist in The Broken Empires. I intuitively knew that travels were important, but never realized it as clearly. The last seasons of Game of Thrones definitely skipped the travels removing a big chunk of what makes a fantasy world "real".
@joshuaward5498
@joshuaward5498 2 күн бұрын
Let’s roll
@Spacemutiny
@Spacemutiny 3 күн бұрын
As someone who has a gaming group but they generally stick to Dungeons & Dragons, I’m really looking forward to your game for some great systems that I can use solo (and yes I know it’s not a solo game) ☺️
@williamatkins3465
@williamatkins3465 3 күн бұрын
Hey Trevor, is there a playtest/quick start for TBE? I love the idea of Harn it's just a bit to crunchy for me and TBE sounds like a happy medium.
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
There is not - hence the Kickstarter campaign to create one!
@mwaegema
@mwaegema 3 күн бұрын
30 miles a day? That seems very generous for travel even along well maintained roads.
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
Not really, but it's of course subjective. Moving 3.5 miles an hour for 8-10 hours seems about right for a fantasy situation. YMMV
@dv6000islame
@dv6000islame Күн бұрын
Ironsworn did a great job with travel IMO with the milestones that open and reveal the world around you as you move from point A to point B. I just started playing The One Ring, the travel system in TBE seems heavily inspired by it, but how does it differ?
@coreyspencer6528
@coreyspencer6528 3 күн бұрын
I am sooo excited for this game to launch. Can't wait to bring it to my table. That said... Trevor, could you expand on how TBE is going to handle wounds/injuries? There's nothing more immersion breaking for me than taking a power nap and you're good to go. I watched your episodes where you were treating minor injuries in your travel which is great but are you going to include a system where it might take days or longer to heal more serious wounds?
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
Ooooooh yes. Wounds are a very real thing to deal with. Look for it in my upcoming video on Combat!
@coreyspencer6528
@coreyspencer6528 3 күн бұрын
Sweet! I wasn't sure if the subject was worthy of a seperate video to answer but sounds like you're going to cover it all before the KS. I'm already an early VIP backer but consider my appetite...more whetted. lol
@matthewbrown4137
@matthewbrown4137 3 күн бұрын
I am always confused by how pervasive the opinion is that travel is boring in an adventure because it's a massive part of my fantasy games. I run a game using the Mythras ruleset, where the party is all loosely a party of Vikings who, like the Swedes, have travelled down the rivers south into civilisation. I use their travel as my main driver for conveying the world and explaining lore. It has been for four campaigns, and they have spent most of those campaigns travelling. These travel rules sound like a great option, as I don't tend to drill down my travel to hexes as they travel considerable distances by boat.
@dkbibi
@dkbibi 3 күн бұрын
I think the main reason that players skip travel mechanics is none of them are 100% fulfilling. I've read a thousand RPGs and I'm still looking for the perfect travel rules. I'll certainly give this a try, I feel it's very close to Perilous Wilds with a few twist that I like.
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
Well, as I have always said, there's no such thing as the "perfect" system, for travel or otherwise; but I do try to deliver something fun and useful.
@dkbibi
@dkbibi 3 күн бұрын
@@MeMyselfandDieRPG I think the perfect system FOR YOU exist though 😊
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
That's what I'm hoping! 😃
@FilCieplak
@FilCieplak 3 күн бұрын
I feel like travel mechanics are often an afterthought in many ttrpgs. I also love travel mechanics (especially in fantasy), but felt like I had to hack my own system together such that it had enough substance yet not too cumbersome.
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
This is why I created this :)
@FilCieplak
@FilCieplak 3 күн бұрын
@@MeMyselfandDieRPG Heck yea
@TCViper8618
@TCViper8618 2 күн бұрын
I hope this will be a game I can play solo. So many times I start a solo rpg and afyer about 3 sessions i fall off.
@macoppy6571
@macoppy6571 3 күн бұрын
An army marches on its stomach. The quartermaster allocates food for meals. How much of this roll is based on Administrative skill and how much is based on Cooking skill?
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
It’s all covered by the Survival skill. There’s a line between too many skills and too few. Everyone’s line is going to be different; this is where I draw mine. (Also, we're not talking about an army here; we're talking about a small group of adventurers. I could see in a future supplement about mass combat having the Administration skill added as a Lore skill to handle exactly the situation you describe!)
@Gattninja
@Gattninja 3 күн бұрын
Hi Trevor. So far, youve shown travel on foot. How do the rules handle alternate modes of travel such as travelling on a horse, as part of a caravan or on a ship?
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
All accounted for. Obviously mounted travel is faster, but also reduces fatigue somewhat. River travel by boat is steadier and less fatiguing, but slower generally.
@alderaancrumbs6260
@alderaancrumbs6260 3 күн бұрын
Question: I watched your Black Lodge interview and noticed similarities between The Broken Empires and WHFRP4e and Imperium Maledictum, which is really awesome. Assuming I was remotely correct and you’re familiar with those games, what level of complexity does TBE have by comparison? Oh, I’ll be buying into this KS. I *really* like how you view RPGs.
@alderaancrumbs6260
@alderaancrumbs6260 3 күн бұрын
I’ll take the tag as a good thing? 😂
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
Similar design, more complex in places, less so in others. Certainly TBE will be recognizable to anyone familiar with those games.
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
Tag ;)
@alderaancrumbs6260
@alderaancrumbs6260 3 күн бұрын
@@MeMyselfandDieRPG I’m excited to support this. FWIW, I’ve become very picky when backing projects as we already have SO many RPGs. However, as I mentioned, this is one I’m backing. That’s not a call to thank me, it’s a genuine bow to you.
@fredericjaquet3729
@fredericjaquet3729 2 күн бұрын
I'm wondering if you took the zones colors concept from Traveller (but I know that colors don't relate to travel rate in Traveller) 🤔
@MeMyselfandDieRPG
@MeMyselfandDieRPG 2 күн бұрын
More from Forbidden Lands.
@michaelmullenfiddler
@michaelmullenfiddler 2 күн бұрын
I don't understand the hand wave response to overland travel either. I mean, the (appendix N) source material is overloaded with overland travel in fantasy books. Without even trying real hard, Conan, Ged of Earthsea, LOTR and the Hobbit and important events in the Silmarillion, the Belgeriad by Eddings, Donaldson's Thomas Covenant books, etc etc etc. Give me ten minutes just looking at the titles on my bookshelves and i will find 50 more.
@joespizza11b42
@joespizza11b42 3 күн бұрын
Do you find it worthwhile to generate a handful of interesting travel encounters of varying types in prep ahead of time, or prefer to improvise all of that? I have struggled with improv specifically when it comes to travel and im not sure why
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
The system allows you to do that too :) And I provide a variety of examples that you can use out of the book and take inspiration from.
@Matt_Volk
@Matt_Volk 3 күн бұрын
I like those roles but, given that a party traditionally has 4 players (my current table has 5), is there something that the other can do to help with travel?
@MeMyselfandDieRPG
@MeMyselfandDieRPG 2 күн бұрын
Yes indeed. Currently, each travel duty can receive assistance from one other character (as per the Supporting Skills rules)
@SnorriHT
@SnorriHT 3 күн бұрын
If xp is earnt from using the travel mechanics, guaranteed the players will suddenly look forward to it😛
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
It’s earned by pursuing goals. Most goals require going somewhere ;)
@bobr4024
@bobr4024 3 күн бұрын
It’s IMPOSSIBLE to ignore travel because the PCs are always going somewhere! 😊 You already have rules for fatigue, supply, combat and social encounters etc. Use rules that are already in place. If you’re walking across town or going from town to town the rules don’t have to change. Don’t overcomplicate it. Ask yourself two questions “Is there a rule already in place to handle this or do I need to make a new one? AND- Does this make the game more fun? I say don’t create rules just for travel. Instead, explain how to use the rules you already have for moving a long distance.
@MeMyselfandDieRPG
@MeMyselfandDieRPG 3 күн бұрын
That’s one way to do it, yes.
@bobr4024
@bobr4024 3 күн бұрын
@@MeMyselfandDieRPG Trevor, you have a lot of really interesting concepts that you want to have in your game. Individually, the rules for each concept MUST be simplistic. And obviously intuitive. And then the combination of your interactive concepts creates a diverse complexity. Like chess. I could teach the rules to chess to somebody in five minutes. It’s the interaction of these elegantly simple rules that create perhaps the greatest game ever invented. Individual concepts stay simple. The combination of concepts creates the complexity. your individual concepts for your travel rules are a little rich. Make them individually, very simple and use the interaction to create the complexity. I know you know this. Very much looking forward to having your game when it’s done.
@adiosgringo8200
@adiosgringo8200 4 сағат бұрын
It is critical for any open ended RPGs to have an immersive travel rules. The end journey may be dramatically altered or just arriving at your destination was a feat in its own right.
@adalada5933
@adalada5933 2 күн бұрын
For the algo :)
@ARKavli
@ARKavli 2 күн бұрын
Does BE use resource dice like Forbidden Lands?
@MeMyselfandDieRPG
@MeMyselfandDieRPG 2 күн бұрын
Yes, to a limited degree.
@ARKavli
@ARKavli 2 күн бұрын
@@MeMyselfandDieRPG Resource dice are one of the few things I dislike about FL. It makes it impossible to know how many arrows or days of food you have. That "d8" of rations could last for weeks and weeks... or three days. It seems much easier, and reasonable, to just count.
@MeMyselfandDieRPG
@MeMyselfandDieRPG 20 сағат бұрын
@@ARKavli Always a subjective call, and to each their own. I like the tension of never exactly knowing when the Really Bad Thing is going to happen, and probably At The Worst Possible Time. Fun!
@CharlesTersteeg
@CharlesTersteeg Күн бұрын
The journey is the destination! Bandits keep did a good discussion on this topic.
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