Hârnview/1st Edition/27
Time & Motion[edit | edit source]We recommend the following routine for moving characters on Harn. The 24-hour day is diVided into 6, 4-hour watches; the "1st watch" begins at midnight and ends at 4am (and so on). Weather Generation[edit | edit source]Using the tables provided, the gamemaster should first determine the weather for the upcoming watch, report it to the players, who record it in a journal or log. Hazard Generation[edit | edit source]Using the tables provided, the gamemaster should determine if the players will encounter any hazards during the watch. If a hazard is encountered, roll an 8-sided die to determine how many half-hours into the watch the hazard occurs. Movement[edit | edit source]The gamemaster should now ask the players in which direction they wish to travel. Using the table provided, the gamemaster can calculate how far the party can travel, either until the next hazard or the end of the watch whichever comes first. He should then move the party on the map (a small piece of acetate with a dot in the center makes a good marker) and describe the terrain crossed to the players who may map it. Of course, for many reasons, the players may not wish to move at all; they will not usually move at night (1st and 6th watches in summer, longer in winter). Once all business arising from record-keeping, mapping and hazards has been dealt with, the routine may be repeated for the next watch. Game Time[edit | edit source](1) One of the greatest problems with running an ongoing campaign is the fact that players move through time as well as space. Coordinating several players who operate at different times on an ongoing basis can be a problem. Time travel should be strictly prohibited; it will cause real headaches for the gamemaster. Personal Game Time[edit | edit source]Once they start playing, players will each have a "Personal Game Time", a certain date and time to which they have advanced, a personal "location" in the history of Harn. One player may be several months ahead of another. It is not enough to know where a character is; it is also necessary to know when he is (or was) there. Two or more players may have the same personal game time as a result of travelling together, but in general, different players and certainly different groups of players will move independently through time. Journals[edit | edit source]It is stron~ly recomended that all players be required to keep legtble journals or diaries clearly showing their last known time and place, and preferably with information on their activities to date. Journals are, by far, the easiest device for keeping track of each player's Personal Game Time. Time Plots[edit | edit source]The gamemaster must also keep a "time-plot" of all players and try to keep players as near each other in time as possible, even if this means forcing players to kill time in some village when they really want to go off adventuring. Players with different personal game times may wish to meet and this means that the rlayer with the more advanced Personal Game. Time wil have to wait around somewhere letting his personal time drift by (or waste). A player with a more advanced Personal Game Time should never be allowed to inform less advanced players of events in their personal futures. The Gamemaster will have to exercise great care in preserving the order of events, requiring a little ingenuity and a lot of rationalisation.
|
Future History[edit | edit source]The current "game year" is 720. Once players begin moving through time , it falls to the gamemas ter to extend the historical framework and to coordinate his players within this plan. We recommend that gamemasters should always have at least one "game year" roughed out in advance of any player. Gamemasters mar wish to run a few years by, to allow the insertion o events beforP using Harn. See: TUZYN RECKONING [hx] Event Generation[edit | edit source]Players will benifit from a rich background of events planned by the gamemaster. The following table may be used to randomly generate major events which the players may learn of by rum our or other means. An event may give an opportunity for adventure and will certainly affect the lives of characters from time to time. Players may rush off to slay beasts terrorising some village, join an army in time of war, or get caught in the middle of a plague or pirate raid. The table is of the most general sort; it is meant only to inspire and not to dictate events. Procedure[edit | edit source]Roll percentile dice once per game month for each of the following regions: Rethem, the Thardic Republic, Kanday, Orbaal, Tashala, Thay, and Melderyn. A gamemaster may wish to roll more than once per month and favour any region(s) with more rolls . Some randomly generated events will simply not "fit"; the gamemaster should ignore these and re-roll for that region. The table gives a general event type and possible manifestations listed below. They are not exhaustive; the ~amemaster can add his own events /manifestations as des1red. Some events will require development over a period of time and may last for several months or even years. Use discretion.
|
ᐊ | ᐃ | ᐅ |