Journey: Exploration
This is where we discuss exploration.
Overview
Getting from one place to another is not nearly as simple and straight-forward as saying "we go from here to there." The world is full of dangers, interesting sites, and unplanned detours - and as such, Journey seeks to make all these possible, within a strong mechanical framework that remains flexible enough to present all that a fantasy world has to offer.
Unlike combat, exploration is significantly more dynamic in terms of what skills are used for. The same skill can be used one minute to gain an advantage over the environment, and the next used in a reactive manner to defend against something the environment is doing to you.
Terms
Hex
- An area of space on the overworld map. Hexes are the smallest unit of terrain: in general, the terrain in a hex will match the hex's terrain type. Hexes are a static feature of the world map.
Room
- An area within a hex. Rooms are created dynamically as the party travels through a hex, dependent upon their chosen direction. Room size is based on something that we have yet to determine because we're terrible at this.
Zone
- A static area within a hex that defines some characteristics of the area beyond what the hex, and help define what rooms the party encounters when traveling in the hex. Zones help define placement of static obstacles, and can also modify dynamic encounters.
Energy
- The basic resource of exploration. Energy is consumed when performing exploration tasks, and is also depleted over time while a character is awake. Energy is restored through eating, drinking, and resting.
Obstacle
- Exploration encounters are referred to as a whole as obstacles. These can be anything from a potential combat with a wandering monster to having to scale a cliff to get to your destination.
Position
- A catch-all term for basic exploration checks. Just as any character can dodge, so, too, can any character attempt to be stealthy or generally aware of their surroundings. The Positions are: Stealth, Survival, Awareness, Fortitude, and Navigation.
Energy, Endurance, and Time
There are three primary factors in exploration for characters to be concerned about. These are: energy, their ability to keep going; endurance, their ability to carry gear; and time.
Energy expenditure varies wildly based upon the activities being undertaken.
Endurance is the the max of a character's Strength and Constitution attributes, plus any ranks in the Endurance trait. However, just because you can carry that much does not mean you can indefinitely: the higher fraction of your endurance you carry, the more base energy you expend for travel.
Fraction Carried | Base Energy |
---|---|
< ¼ | 1 |
¼ < ½ | 2 |
½ < ¾ | 3 |
¾ + | 4 |
Given that starting energy totals will be relatively low, this should signify the importance of containers to carry more equipment in, as carrying objects in containers reduces their effective weight.
...the journey of a thousand miles...
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Journey
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...begins beneath your feet...
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