Halceon

Making games, rarely finishing


Alright, session tomorrow and I'm looking for some ideas.

  • The Ranger has to hunt down a quintessential prey animal with only their claws (hands and knives). I have ideas as to what that animal is, but I'm not fully certain how to run the hunt.
  • The Seeker has got a close brush with The Things Below (a whole dream about the creation of existence and how that was a bad move). There's been a lot of building menace, now I need to convert that into a real threat.
  • The Blessed has seemed a little ineffective for a while. I need a reason to set up some wards or call a spirit.

For context, they're camping out in the wilderness and waiting for a seasonal shift, which is the only time when some specific mushrooms sprout. It arrives at the end of summer, but in a kind of unpredictable way. I'm thinking of running that as a roll every morning, with a stacking modifier for every day they've spent on the journey. (+3 right now)


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in reply to @Halceon's post:

For the hunt, I'd recommend using a clock (or maybe multiple?) and keeping track of "how close" and "in what direction" the prey is. At certain points, maybe the player knows they're getting closer, but lost sight of exactly which direction it went? Maybe early on they have tracks in a direction but don't know how close they are?

Along the way, they can try to do things to shorten the clock of "how long till you catch it" before the "how long till it gets away" clock ends

I ended up using a clock, but just a simple 4 step progress. There were other big things going on that took time and attention. Anyway, the bird they hunted down was a grouse, but colored like a parrot and with 4 wings. Which immediately lost all color upon death.