I’m continuing to focus on Sand & Stars as I push it towards completion. This week I was able to sit down and bang out a bunch of edits in the Survival section. I still like this game. And that’s huge for me. I have a terrible habit of losing interest in things if I do too much work on them. But as I work through the first draft and make a few killer additions and adjustments I’m repeatedly saying to myself, “damn that’s cool.”
I’ve copied and pasted some of the newly revised sections below. I’m particularly keen on my Beasts section. Mounts and pack animals are kind of just thrown in to games. This game’s fiction logically requires the use of beasts, though. I need to make sure the rules encourage and not prohibit players acquiring and harnessing the power of beasts as they explore the great desert.
As I work through these edits I’m also pondering whether or not I need a more robust setting section. I’ve tried to sprinkle setting details throughout the rules so the reader “gets it” as far as the world I am designing for but, at the same time, not force them to play that world. As the rules become more specific to my setting, though, I’m left feeling like I just go all out and be like… “Yeah, this is set in The Great Desert… here’s how this place works.”
I’m leaning in that direction. So that might be the next thing to do after this next draft, and the rules, are fully set.
Sand & Stars
(Desert survival x Cairn, Ashcan here [link])
Survival
The Desert itself, which never ends, is the greatest risk to all PCs in Sand and Stars. The lack of water and punishing heat are fatal to all who are ill-prepared or unlucky.
Navigation
Those who traverse the desert rely on The Great Road. Guideposts and cairns along this road reveal the distance between roadside communities and landmarks.
PCs use the sun, moons and stars to determine what direction they are heading. Any PC with vision can discern north by looking into the clear sky.
Compasses, which are very rare, can be used to discern direction when a view of the sky is not possible, like when travelling underground or undersand.
Weather & Climate
When each moon rises, the navigator player must roll on the appropriate table to determine the weather/climate conditions. These conditions exist until the current moon sets and the next moon rises, which then prompts a new roll on the appropriate table.
The Lovers
1: Rain
2-25: Cool
26-100: Cold
The Child
1: Rain
2-25: Temperate
26-85: Hot
86-100: Blistering
Fool & judge
1: Rain
2-15: Temperate
16-65: Hot
66-100: Blistering
The Hangman
1: Rain
2-25: Temperate
26-85: Hot
86-100: Blistering
The Weeping Moon
1: Rain
2-25: Cool
26-100: Cold
Mouse & Snake
1: Rain
2-15: Cool
16-100: Cold
If a PC is exposed to the elements during Hot conditions, they must add a Fatigue to their inventory when the next moon sets. A PC is exposed to the elements if they are outside, with a clear view of the sky, while not being entirely covered by shade.
If a PC is exposed to the elements during Blistering conditions, they must add Fatigue to three of their inventory slots when the next moon sets.
If a PC does not have a head covering they add Fatigue to an additional inventory slot each time they are required to add Fatigue due to Hot or Blistering conditions.
If a PC is wearing armour that has the bulky tag, they add Fatigue to an additional inventory slot each time they are required to add Fatigue due to Hot or Blistering conditions.
If a PC is exposed to the elements during Cold conditions, and is not wearing a head covering and warm clothes, they must add Fatigue to their inventory when the next moon sets.
Example:
Augury tools and meteorological instruments have a 50% chance of correctly predicting the conditions of the next moon. On a successful roll, a PC with one of those items may make an early roll on the appropriate weather table to determine the conditions for the next moon.
Water
A waterskin occupies a single inventory slot whether it is empty or full. Water is measured in skins with one skin of water being enough to fill a single waterskin. Containers that hold multiple skins of water are widely available. They occupy as many inventory slots as skins they hold.
PCs must consume one skin of water per day (every eight moons) or else add a Fatigue to their inventory.
Natural sources of water are sparse in the Desert. Water can be collected when it rains or from rarely encountered succulent plants, wells and oases. Communities are often built around or close to water sources. However, access to water in these locales may be costly, difficult and/or dangerous.
All water must be purified before it can be safely consumed. A PC who drinks water that has not been purified adds a Fatigue to their inventory. Water can be purified through boiling and other less mundane methods (such as spells and magical items).
Food
Food is measured by inventory slots. The Guide Player determines how many slots various food items may occupy. A PC must eat one inventory slot’s worth of food every two days or add a Fatigue to their inventory.
Rest
PCs must rest for two consecutive moons each day or add a Fatigue to their inventory. During this rest period, at least one moon must be spent sleeping. Eating and drinking can be done during a rest period.
The Guide Player determines if a given activity is laborious enough to interrupt a rest period. Walking more than a few steps, heavy lifting, crafting, cooking, vigorous conversation and fighting are examples of activities that should interrupt a rest period.
Example:
Beasts of Burden
Riding and pack beasts are widely available in the Desert. These beasts have evolved to survive in the harshest conditions. The amount of water and food a beast must consume to survive varies due to their size.
Small beasts, such as monkeys and cats, eat and drink a negligible amount of food and water, shared from a PC’s supplies at a rate which does not require tracking.
Medium beasts, such as horses and riding lizards, must consume food and water at the same rate as a PC.
Large beasts, such camels and eluphants, store water in their bodies. If a large beast drinks 10 skins of water, they don’t need to drink for another 30 days. Large beasts consume food at the same rate as a PC.
Beasts generally require rest at the same rate as PCs.
Beasts of the desert do not suffer ill effects from weather conditions. They can drink water that has not been purified.
If beasts aren’t cared for appropriately (or kindly) they will bolt, become too disobedient to be helpful, or die.
Catch ya later.