For the second edition of Cairn I’m expanding on the modular rules a bit, including Wilderness & Dungeon exploration.
Wilderness Exploration
You can see my WIP version here. I’d love feedback about the whole lot of it, but here is the TL;DR:
- Days are broken up into three watches (morning, afternoon, and night)
- A party of PCs can choose one Wilderness Action per turn. That means travel, explore, make camp, etc. Generally the entire party acts as a whole, but some actions can be taken independently (e.g. Supply or Explore).
- Distance on a map is determined by how many travel turn are required to get there.
- Stuff like terrain, weather, party conditions can affect travel. There are tables for indicating how this should work.
The GM has some duties to perform each day, and according to the actions taken. There are rules around how much sleep is required, what happens if the party gets lost, etc.
That’s about it.
I’d love to hear what folks think about this, how it might be improved/tweaked, but most of all I want to know how to make it clearer. My sense is that it just needs good layout/graphics (which will come later), but in the meantime I’d like to cut down on bullet points (3-4 max per section) and make the overall process more fluid. For instance, I cut out an entire table yesterday, collapsing down Terrain and Weather Difficulty. I might even collapse them further, combining the Weather Difficulty table with the Weather table the GM rolls on each day. I dunno, stuff like that!
Dungeon Exploration
Rules here.
The “gist”:
The Basics
- A character can perform one action during a dungeon turn.
- Actions are any extended activities, such as searching for traps or treasure, forcing open a door, listening for danger, disarming a trap, engaging an enemy in combat, etc.
- The Warden and players follows a strict sequence of resolving actions and rolling encounters.
Thanks for your time folks!