From 3f4bea9c5e36490661624ff0bb30cbf4fda9591b Mon Sep 17 00:00:00 2001 From: Filip Wandzio Date: Sat, 24 Jan 2026 08:39:00 +0100 Subject: Create basic ruleset The ruleset contains basics, character creation, combat, magic. Implement example one-shot campain. --- chapters/exploration.tex | 39 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 39 insertions(+) create mode 100644 chapters/exploration.tex (limited to 'chapters/exploration.tex') diff --git a/chapters/exploration.tex b/chapters/exploration.tex new file mode 100644 index 0000000..70597e6 --- /dev/null +++ b/chapters/exploration.tex @@ -0,0 +1,39 @@ +\chapter{Exploration} + +Exploration in SRPGD is a slow, grim task of uncovering the unknown. In this world, every step is measured not just by distance, but by caution, resolve, and the ever-present threat of unseen dangers. The lands are vast, unkind, and unforgiving. Success demands careful planning, sharp senses, and sometimes ruthless decisions. + +\section*{Travel and Pace} + +Time and distance in exploration are abstracted. Players measure travel by hours or miles, not by fixed turns. Moving quickly may cover ground, but increases risk of accident or ambush. Moving cautiously reduces danger but slows progress and saps endurance. + +Before setting out, players decide the travel pace: \textit{slow and cautious}, \textit{steady}, or \textit{fast and reckless}. The pace affects how the Game Master describes the journey, the likelihood of encountering hazards, and how fatigued the party becomes. + +\section*{Hazards and Encounters} + +Danger lurks everywhere. While traveling, the GM calls for encounter checks at natural intervals, typically once every hour of travel or when crossing treacherous terrain. Encounters may be hostile creatures, traps, or eerie phenomena. + +Sometimes the wilderness offers omens—unnatural silence, fleeting shadows, or strange sounds—that warn of peril or opportunity. Players who heed these signs may avoid disaster or find hidden paths. Ignoring such warnings risks sudden, deadly surprises. + +\section*{Light and Darkness} + +Darkness is absolute and unforgiving. Without adequate light, vision fails and movement slows. Torches and lanterns burn for about an hour of steady use; quick movement or combat can reduce this time. + +Players must carefully manage light sources, rationing fuel and preparing for the cold blackness that follows. When light dies, the world becomes hostile and incomprehensible, and actions become far more dangerous. + +\section*{Fatigue and Endurance} + +Travel and exertion wear on body and mind. Fatigue builds with sustained effort, hunger, exposure, and lack of rest. Its effects are subtle at first—slower reactions, muddled thoughts—but grow worse with time. + +Players should describe their characters’ growing weariness. At a certain point, exhaustion hampers action, and pushing beyond limits risks collapse or worse. True rest—safe shelter and sleep—is the only cure. + +\section*{Navigation and Awareness} + +Maps are scarce, often inaccurate, and rarely reliable. Travelers rely on landmarks, stars, natural signs, or rare magical aids to find their way. + +Poor navigation leads to lost time, wasted supplies, and dangerous detours. Characters skilled in survival or navigation can guide the party, interpret signs, and warn of hazards. Vigilance and care in unfamiliar lands can mean the difference between life and death. + +\section*{Interaction with the Environment} + +Exploration is not mere travel. Players may search ruins for clues, gather food and water, listen to the wind for secrets, or watch for signs of other travelers or dangers. + +Every action carries risk and reward. Disturbing ancient places may awaken forgotten curses; foraging may sustain or poison. Players must balance curiosity with caution, lest they pay a steep price. -- cgit v1.2.3