- GM determines weather (Nasty Weather, DF 16, p. 30) and disasters (Disasters, DF 16, p. 32).
- Wake up. Handle effects of sleep. This includes docking FP for not getting enough or sleeping in a bad spot, as well as any HT rolls for healing overnight. In extreme temperatures, make the daily HT roll to see if anyone is down FP for the day (Harsh Climates, DF 16, p. 30).
- Breakfast. Dock one meal.
- Determine time intended to be spent traveling.
- Determine movement rate (Trudging, Trotting, and Trundling, DF 16, p. 21; Covering Ground, DF 16, p. 23; Nasty Weather, DF 16, p. 30). Be sure to make rolls for way of travel (i.e., Hiking, Riding, Teamster), Navigation, and Weather Sense.
- Determine the time (6+1d6) of the morning encounter roll.
- Set forth. Make an encounter roll for each hex as the group goes into each one, as well as the extra one for the morning. Handle each encounter as it happens, then move on.
- Lunch. Dock one meal.
- Determine the time (12+1d6) for the afternoon encounter roll.
- Set forth. Make an encounter roll for each hex as the group goes into each one, as well as the extra one for the afternoon. Handle each encounter as it happens, then move on.
- Gather food (Food and Water, DF 16, p. 42). Make all rolls for hunting and foraging along the way after ending movement.
- Make camp (Camping, DF 16, p. 24). This needs a Survival roll to set up the camp, and another to handle shelter if the group lacks a tent.
- Dinner. Dock one meal.
- Determine the time (6+1d6) for the evening encounter roll.
- Camp. Make the evening encounter roll. Resolve each encounter as it happens, then move on.
- Determine the time (12+1d6) for the night encounter roll.
- Sleep. Make the evening encounter roll. Resolve each encounter as it happens, then move on.
- Wake up ...
A blog for my GURPS Dungeon Fantasy hex crawl, and other gaming things.
Sunday, April 26, 2015
Current hex crawl procedures
This is as much for my players as for anyone else, though right now they're in a big dungeon. But these are my daily steps at the moment:
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I split step 11 into 3, Morning, Afternoon, Evening/Overnight. Depending on actions, terrain, etc, that can impact those rolls and even if those rolls can be made.
ReplyDeleteMy Foraging House Rules:
If stationary, may make 1 Survival, Hunting, or Fishing roll every 3 hours. If traveling may make 1 Survival roll per 6 hours of travel.
Hunting is (Ranged Weapon Skill -4 + Survival)/2.
MoS = Number of Meals. Failure is failure, Critical Failure indicates "something bad", Crit Success doubles MoS.
In your Step 12, I tie "making/finding shelter" into the Finding/Making Camp roll, with penalties and benes as terrain dictates, and add a fourth choice to their "Making Camp" results: Shelter.
A Critical Success or Serendipity spend still only allow 3 picks.
I really like the idea of lumping shelter into that roll
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