It was a long and winding road that took us from the
objective of these articles to where we are now, but the drilling-down process
is now done. We have identified all of
the time elements in a location based exploration, and can now apply them to
our Mummy’s Mask example (discussed in part
3 of this series). To review, we
have identified:
- · Time needed to travel to and from the location.
- · Any time element specified in the published adventure
- · Time spent moving from room to room in the location.
- · Time required to complete combat encounters, traps or hazards.
- · Time required to search rooms, either with a cursory or thorough search.
All that remains now is to estimate the total amount of time
the characters spend in a location before resting, measure that against the
percentage chance of a random encounter as stated in the Adventure Path and
decide if the risk potential drives the characters to make meaningful choices. Let’s do some math!
1. Time needed to travel to and from the location: 22 minutes
2. Any time element specified in the published adventure: 1 hour
3. Time spent moving from room to room in the location: 1 minute
4. Time required for combats, traps and hazards: 5 minutes
5. Time required to search rooms with thorough search: 15.5 minutes
Total time spent on location-based exploration = 1 hour,
43.5 minutes.
As a reminder, the random encounter chart at the back of The
Half-Dead City says that there is a 35% chance per hour that the characters
encounter a wandering monster. Using the
times determined above, this means that there is only one chance of a random
encounter during their outing, and the chance of that happening is only about 1
in 3. Even if the characters decided to
do cursory searches in the entire location instead of thorough searches, it
would only reduce the time spent to 1 hour and 28 minutes, so the chance of a
random encounter remains the same. In
this setup, the characters have no meaningful way to change their chances of a
random encounter. There is no tension,
nor is there any way to change the chances through player action. This will not work for our purposes.
If we accept the premise that the party will face 5 APL-equivalent
encounters before they need to rest (as with the Mummy’s Mask example), then we
can infer that each location-based excursion will consume
between one and two hours. If the unit
of measurement for random encounters is per hour, the chance of a random
encounter is pretty small. In order to
ratchet up the tension, we will see if the tension pool (discussed in part
2 of this series) can make this more interesting and dramatic. Since using hours as a time frame doesn’t get
us where we want to go, let’s reduce our unit of measurement to 10-minute
intervals. Now, we add a d6 to the
tension pool after every ten minutes.
When the pool contains 6d6, we empty the pool and roll the dice. A result of a 1 means we get a complication.
At first glance, this looks no different than the original
system. We still get only one chance for
a complication, rolled at the 1-hour mark.
By rolling 6d6 and looking for at least one 1, we’ve increased the
probability of a complication from 35% to 66.5%, almost doubling the
chance. This gets us part of the way to
our goal. By doubling the chances of a complication,
we changed the probability from unlikely to likely. This is an important change because the
players will begin to expect a complication instead of considering it an
unlikely possibility. Their choices may
change with this change in expectation. Time adds pressure.
But there are additional differences that will add tension:
Each time that the characters do something that takes a long time to
accomplish, like search a huge or larger room or cavern,
read a journal, decipher foreign writings or have a lengthy debate, add a d6 to
the tension pool. If the pool has 6d6 in
it, roll the pool immediately. This
allows us to add a consequence for lengthy activities and forces the characters
to weigh the benefits of the activity against the increased chance of a
complication. Risk versus reward. I sense a theme here…
Furthermore, if the party engages in any reckless or noisy
activity, such as breaking down a door, smashing a chest, setting something on
fire, triggering a trap, having a loud conversation or argument, triggering a
rockfall, etc., roll the tension pool immediately, regardless of how many d6’s
it contains. A result of 1 on any die
indicates a complication. Then add 1d6
to the pool. The group of players should
start noticing how many dice are in the tension pool before being reckless or
noisy; the more numerous the dice, the greater the chance of a complication.
All that remains is to discuss the nature of
complications. Let’s recall that
complications should always be bad, never good.
Naturally, a random encounter with a wandering monster is a great candidate
for a complication. We can use the
random encounter tables provided in the adventure, or we can craft our own;
regardless, random encounters should take up the bulk of possible
complications. We can brainstorm for different
types of complications but we need to consider the details of the location to
make them sensible. For example,
characters exploring a tomb in Mummy’s Mask would be unlikely to encounter a
volcanic eruption or a flood. A
collapsing corridor could be a possibility, as could a build-up of toxic
gases. Opponents in the next encounter could
overhear the PCs, and lay an ambush for them.
Whatever you can dream up, be sure that it is appropriate for the
location, and always bad for the characters.
If you wanted to raise the stakes, you could use the number of 1’s
rolled as a scaling severity mechanic. Two
1’s is worse than one 1, three worse than two, etc. Increase the CR of the random encounter by a
corresponding amount, or the DCs for saving throws or ability/skill
checks.
I guess I’ve explored (ha, get it?) this topic long
enough. Next time, we’ll take a look at
wilderness exploration, how this mode of play changes the measurement of time,
and how we can make it interesting, dramatic and meaningful.
The Tension keeps building as I wait for wilderness exploration.
ReplyDeleteHa, you must be ready for a nervous breakdown! It's been well over a month, and I still haven't posted the ideas for wilderness exploration.
ReplyDelete