Evildrsmith
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Travel

Mon 30 Nov 2020, 15:43

Not sure if I've got this right:

Travelling and hazards, page 135.
"At the start of each shift you drive, you must make a DRIVING roll, modified for terrain type, to avoid a hazard."
If I fail, I roll on the hazard table

I've AGL 'B' and driving 'B' - so pretty good (above average).
For driving tasks, I'll be rolling 2D10, success on 6+, so in practice a 25% chance of failure with no terrain modifier (ie in hills).
On a road at +3, I still need 3+ to succeed, so 4% chance of failure
(And if I enter a new terrain type, I need to make an additional roll)

So if I fail (with a good driver, that's 25% in hills and 4% chance on road), there is a 2 in 10 chance of the vehicle suffering a significant system failure (broken axle or engine blown) that immobilises the vehicle (and which appears to be entirely independent of the reliability rating of the vehicle, or rather the reliability rating of the engine or suspension, since, from the vehicle damage rules these have separate reliability ratings?)

So (again, noting this is a good driver), there is a 5% chance per shift that I drive in the hills that my vehicle is going to be immobilised due to a system having it's reliability reduced to below D.

Seems a bit high, and likely to make vehicle rules almost redundant, since they'll be permanently broken.
 
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omnipus
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Re: Travel

Mon 30 Nov 2020, 20:38

I noticed this too and mean to re-read and double check it. The system as I read it seems to bypass a check against vehicle reliability entirely, which is probably just an omission? If not, then vehicle reliability doesn't seem to enter into it at any point.
 
swedishtrex
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Re: Travel

Mon 30 Nov 2020, 20:56

Yeah i read that to and was abit confused thinking i missed something because a game based so heavily on travel does not need % chance random walls to hurt the narrative.
 
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Fenhorn
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Re: Travel

Mon 30 Nov 2020, 21:07

Yeah i read that to and was abit confused thinking i missed something because a game based so heavily on travel does not need % chance random walls to hurt the narrative.
The travel rules are based on the rules in Forbidden Lands and they are actually nice and good. They probably need to tweak the various dice rolls but that is what the alpha is here for.
“Thanks for noticin' me.” - Eeyore
 
swedishtrex
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Re: Travel

Mon 30 Nov 2020, 21:20

Yeah i read that to and was abit confused thinking i missed something because a game based so heavily on travel does not need % chance random walls to hurt the narrative.
The travel rules are based on the rules in Forbidden Lands and they are actually nice and good. The probably need to tweak the various dice rolls but that is what the alpha is here for.
Well i gm FL (aswell as most other freeleague producs) and while the travel is big in forbidden lands or mua for that sake it is not a fokus nor is it bound to be as vehicle based as it is for twillight, it makes far more narrative sense to throw in bumps in the road in forbidden lands which are more easy to recover from than it is i think in twillight.

I am simply asuming i am missing something at this point and if need i would proably just add own homebrewed talents to let the group reroll th first travel mp.
 
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Fenhorn
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Re: Travel

Mon 30 Nov 2020, 21:25

I meant FbL have mishaps while you travel. So the concept is the same. Sure the horses do not break every time you fail the lead the path roll. My guess is that either the mishap tables will be expanded (they where expanded a lot between the alpha and finished FbL) or the they need to balance what happens a little bit.
“Thanks for noticin' me.” - Eeyore
 
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Tomas
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Re: Travel

Tue 01 Dec 2020, 10:41

Yeah i read that to and was abit confused thinking i missed something because a game based so heavily on travel does not need % chance random walls to hurt the narrative.
Hm, not sure I follow - roleplaying travel surely shouldn't mean travel should be fast and easy? Quite the opposite, no?`
Remember, a "road" in Twilight: 2000 is not your average highway of today - it will be full of debris, fallen, trees wrecks, craters, potholes, etc etc.
And driving long distances off-road in hilly terrain without any trouble along the way is not easy, believe me!

From a game design perspective. we also need tools to keep players from just driving off the map in a single shift.

That said, we'll have another look at the hazard table before the game is finalized.
Fria Ligan
 
aspqrz
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Re: Travel

Tue 01 Dec 2020, 10:56

From a game design perspective. we also need tools to keep players from just driving off the map in a single shift.

That said, we'll have another look at the hazard table before the game is finalized.

Surely it would be more likely that the vehicle gets bogged, or dirty fuel means the carburettor needs to be cleaned or water contamination means the tank needs to be drained and the fuel discarded (which could render it completely immobile without actually damaging it) finds the way ahead blocked and has to back-track (bridge out? landslide across a cutting? tunnel collapse? etc), gets a flat which has to be changed or throws a tread which then needs to be remounted or some other time consuming but ultimately relatively minor problem that doesn't turn it into a total wreck (aka reducing reliability die).

None of which makes travel 'completely across the map' fast and easy ;-)

Phil McGregor
========
Author: Space Opera (FGU); Rigger Black Book #1 (FASA); Orbis Mundi 2, The Marketplace, Ithura & Porthaven, Fantasy Europe (PGD); Road to Armageddon & Supplements, Displaced, Audace ad Gloriam, Farm, Forge & Steam (PGD).
 
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pansarskott
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Re: Travel

Tue 01 Dec 2020, 12:24

Roads haven't seen any maintenance in many years, while being driven on by more and heavier traffic than they were built for.
 
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Fenhorn
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Re: Travel

Tue 01 Dec 2020, 13:10

Roads haven't seen any maintenance in many years, while being driven on by more and heavier traffic than they were built for.
They haven't been bombed either, something that strategically often happen in wars.
“Thanks for noticin' me.” - Eeyore

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