Exploration

EXPLORATION


A key element to most adventure and RPG games is exploration. Now exploration doesn't just have to mean traversing large distances. Exploration could take place within a single room. The beauty of storytelling RPGs is anything is possible, large or small. A character may have to survive an expansive labyrinth filled with unknown creatures and traps but could just as well inspect a cabinet for hidden clues regarding the haunted manor they are presently trapped in.

To explore, character’s all take turns performing actions. What they do during each action is entirely up to the player and only restricted by the natural laws of the world, the character's attributes, and the roll of the dice.



TURNS AND ROUNDS


The flow of a normal campaign has every player taking one turn to perform the desired actions. One round of play is comprised of each player completing their turn. The order of turns is decided by the group. If everyone is in a circle, a good order might be start to the left or right of the GM and go around until everyone has gone once then begin the next round.

ACTIONS


During a player's turn, characters are restricted to one "movement action", one "main action" and a "neutral action". These can be done in any order and once a player has completed all three, the next player takes a turn. The player may choose not to take any action during a turn as well.

Some actions may require the player to succeed at a dice roll in order to perform. When this happens, the GM will ask the player to roll a d20 and add a related modifier to the result. If the total of the roll and modifier is above a certain threshold, the character will perform the action successfully. The further from the threshold the player rolls, the more severe the outcome of their action will be.

  • MOVEMENT ACTION

    • Movement involves any kind of movement such as walking, running and anything inbetween.
    • Acts such as climbing or swimming are also designates as movement but may require other attributes for success as well.

  • MAIN ACTION

    • An action where the character is doing something physical other than moving like opening a door, drawing a weapon or attacking.

  • NEUTRAL ACTION

    • These actions involve things like making a gesture or speaking.


ROLLING 20 OR 1


Weather a character is in battle or just exploring, rolling a 20 or a 1 on a d20 roll denotes a critical success or critical failure. If the player rolls a 20, their action succeeds to the fullest extent regardless of what they were attempting. If a player rolls a 1, the opposite happens; they fail to the worst effect. It is up to the GM to decide precisely what happens in either instance but in any case, rolling a 20 or a 1 will yield extreme results.


MOVEMENT SPEED


The distance a character can travel each movement action depends on how fast they are traveling. Characters can cover a total of about 50 meters each round if moving at full speed. The means of movement; sprinting, jogging, walking etc, can be assumed by how far they wish to travel each round.


  • SPRINTING

    • If they move 100% their max distance, it can be assumed they were at least sprinting.

  • JOGGING

    • If a character moves 50% their max distance, it can be assumed they were at least jogging.

  • WALKING

    • If a character moves 10% their max distance, it can be assumed they were at least walking.

TERRAIN


The type of terrain a character is traversing on can have an effect on how well characters are able to move. Depending on the severity, the GM may decide to temporarily reduce a percentage of speed while characters are on or in a type of terrain. An example of this might be movement on a cobblestone road compared to wading through waist high swampland.