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== Parts of a Day == One use for this game is to simulate overland trekking. 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. 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 (using all that part of the day to fail). A much worse result would be failure that costs two parts of the day or some injury. Examples: TRAVEL (STR) can move about six miles in normal conditions; half that if conditions are arduous. Check WIT as well, if there is no road. FORAGE (WIT) can find a day of food and water; half that if conditions are harsh, twice that if conditions are lush. SEARCH (WIT) can find a place that is known to be within a six mile radius. 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). RECRUIT (CHA) can arrange for hire of companions. 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.
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