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#1
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I've been tinkering with some solo play (which, for me, is really more of writing prompts). The v2.2 encounter tables and travel rules, combined with Jed McClure's hex overlays of the original boxed set maps, seem to work fairly well for sandbox gaming. What you guys are describing sounds like it's more story- than simulation-focused, and leaning very hard toward survival RPG play.
- C.
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Clayton A. Oliver / Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#2
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Some stationary encounters issues:
* Increased severity of encounter for longer stays . (stationary encounters table). detection rules: Allow the PCs a RECON roll to spot the scouts (opposed roll). If spotted, the scouts might attack, retreat, or negotiate, depending on their goals. * Automatic discovery of the PCs and the enemy know when the PCs have detected them? * Some parts implies automatic detection of PCs, other parts says RECON is necessary to spot a hidden camp. |
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