Regiment
Not all parts of adventuring are exciting. For every treasure found, there are minutes spent checking for traps. For every exciting locale the Defiants find, there are days of mundane travel. Rather than going through repetitive action for each minute or day, the Players can work together to form a Regiment that the Defiants wish to execute for the duration.
To form a regiment, the Players need to go through the following steps:
- Determine Timescale
- Determine Actions & Nett Costs
Determine Timescale
Firstly, the Players must determine the timescale that the Regiment will be operating in. If the Defiants are scouring a dungeon, the Defiants could perform a 1 or 10 minute Regiment. If the Defiants are travelling to the next town over, a 1 hour Regiment could be used for the 8 hour journey, performing 8 cycles of the Regiment. If the Defiants are travelling to the next country over, a 1 day Regiment may be more suitable. The timescale chosen will determine how much time the Defiants have to perform their actions.
Determine Actions & Nett Costs
The Defiants now must decide what their characters will do during the Regiment. This includes any Skills or Rests they wish to take for the duration. Note down any Resources spent or gained after performing each action. If a character is gaining AND losing some resource, simply take note of nett change.
Here are a list of things that you should take note of:
-
Nett Change of Resources
- Potential
- Wear
- Wound
- Distance travelled
- Any checks that needs to be performed
Executing Regiments
Whenever the Defiants are going through a mundane stretch of their adventure and wish to execute a Regiment, simply
Then, perform a single Extended Check at the end of the Regiment cycles. Use the result to determine the results of the Defiant's actions for the duration of the multiple Regiment cycles.
Interruption
At any time, the Fates can announce an interruption to the regiment. For example, while performing a 1 day Regiment over 3 days, the Fates can announce that the Defiants encounter a Bandit ambush after the 1st day of travel. When this happens, simply change the character's resource up to the interruption event. Then, continue the game as normal.
A Tool not a Rule
The Fates should remember that Regiments are simply a tool to simplify long, repetitive stretches of the game. If the player wishes to alter their action after the first cycle of a Regiment, that is still possible. If this happens, simply end the Regiment there and start the new Regiment moving forwards. If there are any new Extended checks needed, perform the roll now. If the checks to be performed as the same as the old Regiment, simply use the old result.
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