tag:blogger.com,1999:blog-2657266526705426756.post5675574093667652708..comments2024-03-26T04:58:54.326-04:00Comments on The Wandering Gamist: A/X: Refugesjedavishttp://www.blogger.com/profile/08586249502818922886noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-2657266526705426756.post-72613831057920744312020-02-16T15:58:29.795-05:002020-02-16T15:58:29.795-05:00It is true. At first I thought that it means a typ...It is true. At first I thought that it means a typical dungeon delve accomplished in one game session with mandatory return to home base at the end of the session dictated by open table format, were you have to manage like 30 people in the same campaign. But then I found this:<br /><br />"Wandering Monsters: At the end of each day (turn) the referee will check to see<br />if a monster has been encountered. The matrix below is for travel afoot or mounted.<br />For travel afloat or in the air two die rolls are made — a 5 on the first one indicates<br />an adventure in the mid-point of the day with waterborne or aerial monsters; a 6 on<br />the second die roll indicates that there is a normal adventure at the end of the day, <br />and the table below is used. Exception: Ships which remain continually in water will<br />roll but once daily for encounters, with a result of 6 indicating such an encounter."<br /><br />Seems like in wilderness 'adventure' means 'encountering wandering monsters'.<br /><br />And here is the confirmation about open table play:<br /><br />"TIME:<br />As the campaign goes into full swing it is probable that there will be various groups<br />going every which way and all at different time periods. It is suggested that a record<br />of each player be kept, the referee checking off each week as it is spent. Reconcile<br />the passage of time thus:<br /><br />Dungeon expedition = 1 week<br />Wilderness adventure = 1 move = 1 day<br />1 week of actual time = 1 week of game time<br /><br />The time for dungeon adventures considers only preparations and a typical, one day<br />descent into the pits.<br />The time for Wilderness expeditions would include days of rest and recuperation.<br />Actual time would not be counted off for players “out” on a Wilderness adventure,<br />but it would for those sequestered in their dens, hidey-holes, keeps, castles, etc., as<br />well as for those in the throes of some expedition in the underworld."<br /><br />I think it is safe to say, that during wilderness play magic-users restored their spells each in-game day. And for those players participating in a dungeon delve, 'adventure' means one game session during which 1 week of in-game time passes, which is very clever, considering people usually play once a week of real time - on weekends.Akim Demianencohttps://www.blogger.com/profile/17942138974958100068noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-75769127141277196492020-02-14T22:01:52.321-05:002020-02-14T22:01:52.321-05:00I agree that spells per adventure is somewhat diss...I agree that spells per adventure is somewhat dissociative, and leaves you liable to weird edge effects. It's not totally without precedent, though - I recall seeing a post (at Delta's, I think) about how it was technically the rule in OD&D, and it's not far removed from Runequest's spiritualism, where you can only regain spell points at consecrated sites. I think it wouldn't be a bad rule for low-consistency episodic or open-table play, but for high-consistency play, my current thinking at https://wanderinggamist.blogspot.com/2019/09/ax-fibonacci-spell-points.html is closer to yours; slow-drip recovery of spell points, so you can cast low-level spells somewhat frequently, or high-level spells infrequently, during wilderness adventures.<br /><br />I wasn't able to find the reference from Delta's that I remembered, but I did find this: https://wastedlandsfantasy.blogspot.com/2019/02/reading-original-dungeons-dragons.html<br /><br />> Here we have the "adventure" mention again. On page 19 it mentions that the listed spells in the cleric and magic-user tables are "the number of spells that can be used (remembered during any single adventure.)" So these spells are not per day, but per adventure.<br /><br />Maybe I should pick up a copy of OD&D and see if what I have heard is true.jedavishttps://www.blogger.com/profile/08586249502818922886noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-20272558541486492302020-02-14T21:32:55.366-05:002020-02-14T21:32:55.366-05:00Thanks Akim!Thanks Akim!jedavishttps://www.blogger.com/profile/08586249502818922886noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-1641962984340483742020-02-14T17:32:20.080-05:002020-02-14T17:32:20.080-05:00'Spells per adventure' seems unnatural, h...'Spells per adventure' seems unnatural, how about 'spell-level per day'? In that case you can't restore all spells in the dungeon even if you manage to find a remote room and barricade yourself in it for an undisturbed 8-hour sleep, you have significantly less opportunity to go nova in wilderness play, refuges become even more important, prolonged dowtime to replenish spells makes the magic feel more ritual without changing the basic vancian casting system, and you still get the 'spells per adventure' effect to some extent, as you have to manage higher level spells tightly, because they are not easily replenished, while 1st level utility spells can still be prepared during travel, at the rate of one first level spell per day.Akim Demianencohttps://www.blogger.com/profile/17942138974958100068noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-80394225138046752302020-02-14T12:20:25.166-05:002020-02-14T12:20:25.166-05:00This is fantastic, it is exactly how I envisioned ...This is fantastic, it is exactly how I envisioned mid-level hexcrawl, a sophisticated skirmish wargame campaign.Akim Demianencohttps://www.blogger.com/profile/17942138974958100068noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-43864489422580078342019-08-15T00:18:07.055-04:002019-08-15T00:18:07.055-04:00Howdy Mender! I believe I originally got that fig...Howdy Mender! I believe I originally got that figure from Guns, Germs, and Steel, which I recognize as not the most reliable of sources. Doing a bit more reading, https://www.pnas.org/content/104/11/4765 would predict around 80 hunter-gatherers per 32-sqmi 6-mi hex (but it scales sublinearly). One could reasonably choose either 2 or 3 per square mile as a heuristic, possibly depending on terrain, tech level and organization, etc.jedavishttps://www.blogger.com/profile/08586249502818922886noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-35808263024328823982019-08-14T23:45:21.744-04:002019-08-14T23:45:21.744-04:00I like it. I am curious, how did you derive or dis...I like it. I am curious, how did you derive or discover the "one hunter-gatherer per square mile" guideline? It seems like a handy rule of thumb. Menderhttps://www.blogger.com/profile/15665646859730941741noreply@blogger.com