Editing
FailStatesRPG:FQR
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Parts of a Day == The game of Fae Queen Restored is played in days of action. In this context, consider a day as consisting of parts: 3 parts in spring and fall, 2 parts in deep winter, 4 parts in high summer. In each part of the day, a character may attempt an action. Typically, a character may not repeat the same action all day (the "Enduring" Amazon is an exception). The expected result of an action is moderate success, using all that part of the day. A better result would be greater success, or enabling an extra action. A worse result would be failure that uses all that part of the day or that angers a denizen. A much worse result would be failure that costs that part of the day and that also angers a denizen. Examples: FORAGE (WIT) can find a day of food and water; half that if conditions are harsh, twice that if conditions are lush. RECRUIT (CHA) can arrange for hire of companions at a fair price. Here the better result is a 10% discount, the worse result is a 20% premium (or using two parts of the day to arrive at a fair price), and much worse is hostility. REST can restore a point of STR (which can be lost in combat). RETURN and MOVE ALONG are special actions for traversing the Kingdom, discussed below. SEARCH (WIT) can enable a treasure roll within a location. TRADE (CHA) can arrange for sale or purchase of goods at a fair price. Here the better result is a 20% advantage to the price, the worse result is a 20% disadvantage (or using two parts of the day to arrive at a fair price), and much worse is a 50% disadvantage (or using two parts of the day to arrive at a 20% disadvantage). === Traversing the Kingdom === The Kingdom is eerie, ever-changing, non-Euclidean and different for every player. It also is finite. Every player can visit the same locations. Its layout is procedurally generated for each player, so that everyone has a different path. Players can lead each other, but without a guide or map, each player knows only the path they personally have trod. {| ! d6,d6 ! 1 ! 2 ! 3 ! 4 ! 5 ! 6 |- | 1 | Bounteous Village | Birch Wood | Grim Heath | Jagged Hill | Hot Caves | B |- | 2 | Silent Village | Elm Wood | Gloomy Heath | Cold Pass | Salt Caves | L |- | 3 | Goatkin Village | Ash Wood | Pale Heath | Sentry Peak | Deep Caves | I |- | 4 | Furnace Village | Oak Wood | Moaning Heath | Golden Cliffs | Glowing Caves | S |- | 5 | Porcelain Village | Beech Wood | Howling Heath | High Seat Crag | Grottoes | S |- | 6 | L | O | S | T | Threshold | Durance |} Each time a player Moves Along, roll on the table above for where they end up. Note the new location as adjacent to the previous location. Each location on a player's path can have only five adjacent locations. Any of those five can be LOST!, BLISS, or Durance. Once all five of a location's adjacent locations are filled, a player can only Return to that location from a known adjacent location; if the "filled" location is rolled when they Move Along, they must re-roll. A LOST! result fills one of the adjacent locations but returns the player to where they started. From Durance, a player can only Return to an already known adjacent location; they cannot Move Along. From BLISS, a player can only Move Along; once all five of the adjacent locations are known, the player cannot leave Bliss unless someone else guides them to a new location. When a player enters Threshold, they already know that Durance is one of the adjacent locations. They can Move Along from Threshold to three other locations. Being guided to a location does not add that location to the player's path. Having a map does add its locations to the player's path - even if the player has not yet been to any of those locations, and even if this would violate the maximum number of five adjacencies to any given location. When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information