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So you're scouting, right? But this is a dangerous place, and sometimes the Scouter becomes the Scouted, and then you might be AMBUSHED! Now you might have a few minutes to prepare, or a split second to make a key decision, and then you'll most likely be fighting. Choices between a risky option and a safer option are recommended. Since tactical events are the most repeatable, it makes sense for them to be about risk management. Defense missions, ambush/escape missions, and retaking a site all call for tactical events that are more about the action and less about the mystery of the place. Tactical Stories are stories that carry tactics, but not Exploration. Like ArriveAtSite events, these events set up fights.
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Want to maintain a sense of danger and unease.Ĭombat advantage/disadvantage, Character Development, Delving, Additional Story (mid-mission or victory), Recruit These can establish details about the site and the combat to come.Ī large number! Attacking a hostile site is a dramatic focus and we want a big variety of stories. When you arrive at a hostile site for the first time, it's scary! There might be interesting site features, or a relationship story to tell, a prisoner to decide whether to rescue, or a novel tactic to consider.
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Station, Delving, Character Development, Recruit If they get too involved, consider splitting off as a Delving or Personal Quest? When you scout a new tile, and there are no enemies, there might be something else interesting to interact with.Ī fairly large number! Scouting is a common activity, so we expect the player to see 12-20 of these per game. We want a wide variety of stories here, and they can be somewhat involved.
Wildermyth one false step upgrade#
Jobs probably make the most sense as parts of Delvings, Site Quests, and Personal Upgrade Quests. The idea is your heroes work on something for a while, building, researching, investigating, all that. Jobs are things that take time on the overland map.
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