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#fitd


When moving from free play to the adventure, the guild prepares for their adventure. Each adventurer gets one action to prepare for the adventure. Possible actions to take before leaving on the adventure include the following:

  • Gathering Information relevant to the adventure about to be undertaken.
  • Procuring special equipment that is not normally available that is relevant
  • Calling in a favor from a friendly faction
  • A final downtime action if available

Once each adventurer has taken an action the players will determine their initial plan for embarking on the adventure. This plan should be a few sentences at most and not be bogged down in details.

The guild learned that there is a cave in the Emerald Quag that may house the necromancer Faxiem The Unliving, who has captured the young lovers. Additionally the guild learned that the Emerald Quag is full of stirges and a strange monster. The guild lights smoke sticks they acquired and makes their way to the cave.



What happen to Day 19? Family and anime~

Day 18 was reading over and noodling on starting an adventure, engagement rolls, and the like.

Today I got most of the content done for starting an adventure. For those counting at home it was 991 words.

There is one section left for it to be complete. While the word count may not be large it has a large impact on how the games works and deviates from almost all Forged in the Dark games.

There is no "detail" to pick from while planning out an adventure. Instead each adventurer will take one action prior to departing. That action be gathering information or preparing by acquiring a specific item or favor. Then they will come up with a general plan and then roll the engagement.

By having the players take that action it gives ample amount of opportunity for players to flashback to something easily. "Remember when I was talking to the druids at the Circle about the monster in the Emerald Quag? We'll while I was there I got a special fish that I can give to the moon octopus."

The other reason I got rid of the detail is well.... many dungeons are just a single entrance into a "dungeon" and many times the first "room" wouldn't be swayed by different "detail" approaches. (Hopefully that makes sense...)

However, there are many adventures to be had that have multiple ways of approaching and the players and GM should be able to come to an agreement on a loose plan.

I feel like I need to share the section when I'm done with it and see if it causes any confusion...