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	<id>https://inky.org/wiki/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Inky</id>
	<title>RPG Wiki - User contributions [en]</title>
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	<updated>2026-05-08T14:16:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Noodling/Resolution_RPG&amp;diff=5551</id>
		<title>Noodling/Resolution RPG</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Noodling/Resolution_RPG&amp;diff=5551"/>
		<updated>2022-05-21T23:07:25Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Misc notes on action resolution and granularity and stuff.&lt;br /&gt;
&lt;br /&gt;
==Action Costs==&lt;br /&gt;
Related to the stuff in [[Noodling/Permissions RPG]], you can note a couple things about costs/prerequisites for actions:&lt;br /&gt;
* Reliability: It can be a thing where if you can do it, you just do it, or it can be a thing where you have to do a skill roll to see if you can do it&lt;br /&gt;
* Character creation resource: It can be a thing where doing it requires having made some investment at character creation (presumably buying a relevant aspect)&lt;br /&gt;
* Game play resource: It can be a thing where doing it requires spending some at-playtime resource (ie, fate point)&lt;br /&gt;
* Game world resource: It can be a thing where doing it requires additional in-world support, like having the right tools&lt;br /&gt;
&lt;br /&gt;
Where it gets interesting is there can be some fungibility here: you can say either you need the aspect or you need the right tools; or either you make the skill roll or you spend a fate point. Or &amp;quot;and&amp;quot; instead of &amp;quot;or&amp;quot; - if you make the skill roll, you can spend a fate point to also do X.&lt;br /&gt;
&lt;br /&gt;
==Granularity==&lt;br /&gt;
&lt;br /&gt;
The new 7th Sea book has some nice stuff that endorses acting at a slightly larger granularity that people might otherwise - &amp;quot;spend a fate point while hiding to decoy a guard over to you and knock them out&amp;quot;, &amp;quot;spend a fate point to lure someone off into a room with you and subdue them&amp;quot;. I don&amp;#039;t know if these sequences should be sort of specifically called-out larger grains than usual, or if there is some principle here that can be identified, or if this should just be the default resolution granularity.&lt;br /&gt;
&lt;br /&gt;
I think maybe what&amp;#039;s going on is if the player comes up with a plan, and it involves doing A then B then C, then first see if it&amp;#039;s ok to just do one roll for the whole plan. This is especially true if failures at any stage scrap the whole plan (in that case having multiple rolls mostly just decreases the chance of success for the plan).&lt;br /&gt;
&lt;br /&gt;
===Combat Granularity===&lt;br /&gt;
Most combat is too small a granularity - maybe things should be resolved in three rounds or so.&lt;br /&gt;
&lt;br /&gt;
On consideration I think it&amp;#039;s not correct to codify things in terms of number of rounds in the rules. Rather, the issue is something more like this:&lt;br /&gt;
* Minor injuries to PCs usually don&amp;#039;t change their behavior in the current fight&lt;br /&gt;
* Partially-injured NPC opponents don&amp;#039;t really change their behavior and don&amp;#039;t make you want to change yours&lt;br /&gt;
* Therefore both successful attacks (where you damage your opponent) and unsuccessful ones (where they damage you) are uninteresting the first couple times they happen, and often when your action in round 1 is &amp;quot;I attack the guy with my sword&amp;quot;, that is also your action in round 2 (and often when that&amp;#039;s one PC&amp;#039;s action in round 1, it is also every other PC&amp;#039;s action).&lt;br /&gt;
&lt;br /&gt;
Brute squads are basically a way to disguise the problem - &amp;quot;you&amp;#039;re making a difference, honest! you just took out two guys!&amp;quot; but of course the real guy is the five-person brute squad and that is basically acting the same after you take out some of the brutes (albeit at a lower strength).&lt;br /&gt;
&lt;br /&gt;
So I think the principle here is basically like this, which doesn&amp;#039;t have to be specific rules because it&amp;#039;s part of the general bucket for skill resolution principles: if you&amp;#039;ve got a situation that is too big to resolve with a single roll, and the player&amp;#039;s action is &amp;quot;I try to resolve the entire situation&amp;quot;, then whether they succeed or fail (and change the total number of checkmarks in the victory column), there has to be a corresponding story situation change too, and not just a cosmetic one. Furthermore, &amp;quot;let it ride&amp;quot; applies if you try to roll the same action in the same situation, and both people know this. That is, if there is a five-person brute squad and the player says &amp;quot;I charge in wildly!&amp;quot; and the PC strikes down two brutes, then, unless the PC is already beaten up and the damage the remaining members of the brute squad might do before dying matters, the brute squad has to change tactics. Otherwise the correct resolution to the original roll isn&amp;#039;t &amp;quot;you take out two guys&amp;quot;, it&amp;#039;s &amp;quot;you quickly strike down two of the guards; the others charge at you, but soon the other three are also on the ground&amp;quot;. So instead, the guards should change tactics (resulting in a story situation change): &amp;quot;You strike down two of the guards; the other three panic, and turn to flee. You strike down one as they run, but the remaining two make it to cover in a doorway, shouting loudly for help&amp;quot;. Derived principle: on the second round, either it shouldn&amp;#039;t make sense to roll the original skill again, or rolling it should clearly produce a different outcome (say in the first round you were sparring for an opening, and now in the second a success has a real chance to end the fight; or maybe in the first round you pressed on despite exhaustion, and now the second round is about seeing if you can take them out before you&amp;#039;re too tired to go on).&lt;br /&gt;
&lt;br /&gt;
Note that by getting more details about the PC&amp;#039;s actions (&amp;quot;I attack her&amp;quot; &amp;quot;How more specifically?&amp;quot; &amp;quot;I feint left and then charge in, past her defenses&amp;quot;) you can get it so the situation is different each round (in round 1 the PC and opponent are far apart; in round 2 they&amp;#039;re closer together) but this may just be a cosmetic difference in many cases, which isn&amp;#039;t good enough.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
Given the previous sections, it seems like the right sort of thing is the GM decides how much in-play weight a problem should have, and then when the player proposes actions that&amp;#039;ll resolve it, the GM can figure out how to size the resolution of the action. Given that, they can decide on the right success/failure effects. Couple implications of this:&lt;br /&gt;
* There&amp;#039;s no explicit rules things about brute squads vs regular people - the GM can decide that this fight against five people gets resolved in the same number of die rolls as a fight against one, and separately they can decide whether it&amp;#039;s an easy challenge or a hard one.&lt;br /&gt;
* Part of the GM&amp;#039;s job is also to map the mechanical effects to the necessary story transitions that have to occur when the action succeeds/fails, and there are two ways to do that - with some skill check at point X, the GM can decide to just give the player what they&amp;#039;re asking for on everything in the story up to X, or they can say that the skill check actually covers everything in the story up to X - this distinction matters when you&amp;#039;re looking at what&amp;#039;s true if the check fails fails; in the former case only X itself is up for grabs, but in the latter case the failure could be anywhere up to X.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
Bumping in here six years later or whatever to comment that another kind of slider to adjust is the effect of the rolls. I guess this is an expansion of the let it ride comment about the brute squad. Like, it&amp;#039;s also possible that instead of changing the situation, you (the GM) can yield the point and make it about something else - &amp;quot;Ok, you&amp;#039;ll defeat them, roll a fighting check to see how much damage you take in the process.&amp;quot; Or you can up-front add a separate rider on the outcomes of the roll, like &amp;quot;Roll to see whether your wild charge wins you the fight or not, but either way you&amp;#039;ll take damage.&amp;quot; So I guess then the question is how you decide whether to run this as one roll or multiple.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Client&amp;diff=5510</id>
		<title>Itinerant Royalty Errands/Client</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Client&amp;diff=5510"/>
		<updated>2021-01-02T01:28:33Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Client (and server) code.&lt;br /&gt;
&lt;br /&gt;
==Views==&lt;br /&gt;
* Character sheet&lt;br /&gt;
** Widget to allow cancelling or finishing a project&lt;br /&gt;
* Full hexmap&lt;br /&gt;
** Widget for more info about a hex&lt;br /&gt;
* Season view - play phase&lt;br /&gt;
** Widget for displaying a completed turn&lt;br /&gt;
** Widget for resolving an encounter card&lt;br /&gt;
** Widget for resolving a choice card&lt;br /&gt;
** Widget for accepting the reward/penalty as a result of a card&lt;br /&gt;
** Widget for requesting intervention&lt;br /&gt;
* Season view - letter phase&lt;br /&gt;
* Season view - GM phase&lt;br /&gt;
** Widget for creating a proposal&lt;br /&gt;
** Widget for displaying proposals&lt;br /&gt;
* GM view&lt;br /&gt;
** Widget for displaying completed events&lt;br /&gt;
** Widget for seeing proposals waiting approval and accepting them&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Client&amp;diff=5509</id>
		<title>Itinerant Royalty Errands/Client</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Client&amp;diff=5509"/>
		<updated>2021-01-02T01:28:10Z</updated>

		<summary type="html">&lt;p&gt;Inky: Created page with &amp;quot;## Overview Client (and server) code.  ## Views * Character sheet ** Widget to allow cancelling or finishing a project * Full hexmap ** Widget for more info about a hex * Seas...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;## Overview&lt;br /&gt;
Client (and server) code.&lt;br /&gt;
&lt;br /&gt;
## Views&lt;br /&gt;
* Character sheet&lt;br /&gt;
** Widget to allow cancelling or finishing a project&lt;br /&gt;
* Full hexmap&lt;br /&gt;
** Widget for more info about a hex&lt;br /&gt;
* Season view - play phase&lt;br /&gt;
** Widget for displaying a completed turn&lt;br /&gt;
** Widget for resolving an encounter card&lt;br /&gt;
** Widget for resolving a choice card&lt;br /&gt;
** Widget for accepting the reward/penalty as a result of a card&lt;br /&gt;
** Widget for requesting intervention&lt;br /&gt;
* Season view - letter phase&lt;br /&gt;
* Season view - GM phase&lt;br /&gt;
** Widget for creating a proposal&lt;br /&gt;
** Widget for displaying proposals&lt;br /&gt;
* GM view&lt;br /&gt;
** Widget for displaying completed events&lt;br /&gt;
** Widget for seeing proposals waiting approval and accepting them&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5508</id>
		<title>Itinerant Royalty Errands/Engine</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5508"/>
		<updated>2020-12-31T22:58:16Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Fronts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Stuff about the game engine (excluding data).&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
The map is a collection of hexes.&lt;br /&gt;
&lt;br /&gt;
===Hexes===&lt;br /&gt;
A hex is a location on the map. A hex has coordinates, an associated region, an associated country, a terrain type, and an additional difficulty rating. Regions and countries are groupings of hexes.&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
Terrain is what the hex is composed of. A terrain has name, some base danger rating, some base movement rating, and an encounter deck.&lt;br /&gt;
&lt;br /&gt;
===Tokens===&lt;br /&gt;
Tokens are things tracked on the map (they can be players, NPCs, artifacts, small locations, etc). Tokens are located in a particular hex, carried by another token, or in limbo. Tokens can support zero or more custom interactions.&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
Each player has a character in the game (NPCs are tracked as tokens or fronts). Characters have a job (they always have exactly one) and a level within that job and a rarity adjustment for the encounters in the job deck, a collection of stats (in particular, counters for each resource, health, royalty, plus data for their current job), a collection of skills (skills + xp total, which then gets mapped to a rank, probably 20/25/25/25/30), a collection of talents, and a collection of projects.&lt;br /&gt;
&lt;br /&gt;
===Jobs===&lt;br /&gt;
Jobs have a name, a rank (used mostly for switching across job trees), zero or more promotion jobs, zero or more demotion jobs, a base encounter difficulty, an encounter deck. Jobs have a default encounter deck rarity (eg, 4xA, 2xB, 2xC, 1xE-H) but this can change for a particular character over time.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
Projects are an ongoing thing the character is working on (building something, organizing something, researching something, searching for something). Projects have a name, approach type (this determines skills used for the project), xp, resources devoted (these two together determine rank), and a status (ongoing, completed, canceled).&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Actions are individual mechanical changes - Token X moves to hex A3, Player Foo&amp;#039;s health increases by 10, etc. Actions are grouped into events.&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
An event is a thing that happened in the game. An event is a name plus a list of associated actions.&lt;br /&gt;
&lt;br /&gt;
===Proposals===&lt;br /&gt;
A proposal is a suggested event (this is the main mechanic for GM/player interaction). Proposals have to be accepted by somebody; once they do, the event is created and takes effect. Proposals can be active or accepted or rejected.&lt;br /&gt;
&lt;br /&gt;
==Decks==&lt;br /&gt;
Decks are collections of cards. When empty, they&amp;#039;re refilled from one or more template decks (in some cases with adjustment, per the job encounter deck rarity thing as above).&lt;br /&gt;
&lt;br /&gt;
===Tableau===&lt;br /&gt;
In some cases there&amp;#039;s a face-up tableau of cards which the player can choose from instead of drawing directly from the deck. When cards from the tableau are drawn they are refilled from the deck. Cards in the tableau will age out after a certain number of turns. Cards in the tableau are partly visible to players - they&amp;#039;re only fully visible when selected.&lt;br /&gt;
&lt;br /&gt;
===Encounter Cards===&lt;br /&gt;
Encounter cards are the typical card. They consist of one or more checks, where each is with a particular skill against a particular difficulty with a particular reward and penalty.&lt;br /&gt;
&lt;br /&gt;
===Other Cards===&lt;br /&gt;
Other cards don&amp;#039;t have checks but offer choices between items, or just an event, or a single check that&amp;#039;s not an encounter as such.&lt;br /&gt;
&lt;br /&gt;
==Seasons==&lt;br /&gt;
A round of the game is called a season. The season consists of three phases. Each player does each phase in order, but they don&amp;#039;t have to wait for other players to finish the first two phases before advancing to the next one (then everyone remains in the third phase until the season is over).&lt;br /&gt;
&lt;br /&gt;
===Play Phase===&lt;br /&gt;
In the play phase, the players have 20 turns to spend doing normal play (drawing and resolving cards, doing custom interactions, traveling, etc).&lt;br /&gt;
&lt;br /&gt;
===Rumor Phase===&lt;br /&gt;
In the rumor phase, each player is given another player to write. They give an update on what has happened this season (during the play phase), and pass on any rumors they have about upcoming events. In addition, there are two mechanical pieces. The player is given a change in their own circumstances (eg, a change in the rarity of various encounters), and must pick between a few fronts and advancing them in some way.&lt;br /&gt;
&lt;br /&gt;
===GM Phase===&lt;br /&gt;
In the GM phase, players can make GM-level corrections to the mechanical state of the world (eg, move a character around, whatever). These are all proposals.&lt;br /&gt;
&lt;br /&gt;
===Season Ending===&lt;br /&gt;
The season ends when everyone marks the GM phase as completed, or a certain amount of time has elapsed from the start of the season. If someone has not completed the play phase when the season ends, any in-progress encounters are considered fled (or failed, if they can&amp;#039;t be fled). If someone has not completed the rumor phase when the season ends, no letter is sent, their circumstances change still occurs, and a front change is randomly decided on and occurs. If there are proposals still open in the GM phase when the season ends, they are automatically cancelled.&lt;br /&gt;
&lt;br /&gt;
==Fronts==&lt;br /&gt;
Fronts are the mechanic/story interface for ongoing NPC activity (eg, the western empire invades, the skeleton king gathers an army in the desert, the cult of the snake god is replacing leaders in governments everywhere). Fronts can exist at the region level, at the kingdom level, or at the empire (ie, global) level. Fronts have xp, which maps to level. They have a variety of talents which apply effects to the area they cover (eg, make all hexes more dangerous).&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5507</id>
		<title>Itinerant Royalty Errands/Engine</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5507"/>
		<updated>2020-12-31T22:33:19Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Seasons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Stuff about the game engine (excluding data).&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
The map is a collection of hexes.&lt;br /&gt;
&lt;br /&gt;
===Hexes===&lt;br /&gt;
A hex is a location on the map. A hex has coordinates, an associated region, an associated country, a terrain type, and an additional difficulty rating. Regions and countries are groupings of hexes.&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
Terrain is what the hex is composed of. A terrain has name, some base danger rating, some base movement rating, and an encounter deck.&lt;br /&gt;
&lt;br /&gt;
===Tokens===&lt;br /&gt;
Tokens are things tracked on the map (they can be players, NPCs, artifacts, small locations, etc). Tokens are located in a particular hex, carried by another token, or in limbo. Tokens can support zero or more custom interactions.&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
Each player has a character in the game (NPCs are tracked as tokens or fronts). Characters have a job (they always have exactly one) and a level within that job and a rarity adjustment for the encounters in the job deck, a collection of stats (in particular, counters for each resource, health, royalty, plus data for their current job), a collection of skills (skills + xp total, which then gets mapped to a rank, probably 20/25/25/25/30), a collection of talents, and a collection of projects.&lt;br /&gt;
&lt;br /&gt;
===Jobs===&lt;br /&gt;
Jobs have a name, a rank (used mostly for switching across job trees), zero or more promotion jobs, zero or more demotion jobs, a base encounter difficulty, an encounter deck. Jobs have a default encounter deck rarity (eg, 4xA, 2xB, 2xC, 1xE-H) but this can change for a particular character over time.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
Projects are an ongoing thing the character is working on (building something, organizing something, researching something, searching for something). Projects have a name, approach type (this determines skills used for the project), xp, resources devoted (these two together determine rank), and a status (ongoing, completed, canceled).&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Actions are individual mechanical changes - Token X moves to hex A3, Player Foo&amp;#039;s health increases by 10, etc. Actions are grouped into events.&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
An event is a thing that happened in the game. An event is a name plus a list of associated actions.&lt;br /&gt;
&lt;br /&gt;
===Proposals===&lt;br /&gt;
A proposal is a suggested event (this is the main mechanic for GM/player interaction). Proposals have to be accepted by somebody; once they do, the event is created and takes effect. Proposals can be active or accepted or rejected.&lt;br /&gt;
&lt;br /&gt;
==Decks==&lt;br /&gt;
Decks are collections of cards. When empty, they&amp;#039;re refilled from one or more template decks (in some cases with adjustment, per the job encounter deck rarity thing as above).&lt;br /&gt;
&lt;br /&gt;
===Tableau===&lt;br /&gt;
In some cases there&amp;#039;s a face-up tableau of cards which the player can choose from instead of drawing directly from the deck. When cards from the tableau are drawn they are refilled from the deck. Cards in the tableau will age out after a certain number of turns. Cards in the tableau are partly visible to players - they&amp;#039;re only fully visible when selected.&lt;br /&gt;
&lt;br /&gt;
===Encounter Cards===&lt;br /&gt;
Encounter cards are the typical card. They consist of one or more checks, where each is with a particular skill against a particular difficulty with a particular reward and penalty.&lt;br /&gt;
&lt;br /&gt;
===Other Cards===&lt;br /&gt;
Other cards don&amp;#039;t have checks but offer choices between items, or just an event, or a single check that&amp;#039;s not an encounter as such.&lt;br /&gt;
&lt;br /&gt;
==Seasons==&lt;br /&gt;
A round of the game is called a season. The season consists of three phases. Each player does each phase in order, but they don&amp;#039;t have to wait for other players to finish the first two phases before advancing to the next one (then everyone remains in the third phase until the season is over).&lt;br /&gt;
&lt;br /&gt;
===Play Phase===&lt;br /&gt;
In the play phase, the players have 20 turns to spend doing normal play (drawing and resolving cards, doing custom interactions, traveling, etc).&lt;br /&gt;
&lt;br /&gt;
===Rumor Phase===&lt;br /&gt;
In the rumor phase, each player is given another player to write. They give an update on what has happened this season (during the play phase), and pass on any rumors they have about upcoming events. In addition, there are two mechanical pieces. The player is given a change in their own circumstances (eg, a change in the rarity of various encounters), and must pick between a few fronts and advancing them in some way.&lt;br /&gt;
&lt;br /&gt;
===GM Phase===&lt;br /&gt;
In the GM phase, players can make GM-level corrections to the mechanical state of the world (eg, move a character around, whatever). These are all proposals.&lt;br /&gt;
&lt;br /&gt;
===Season Ending===&lt;br /&gt;
The season ends when everyone marks the GM phase as completed, or a certain amount of time has elapsed from the start of the season. If someone has not completed the play phase when the season ends, any in-progress encounters are considered fled (or failed, if they can&amp;#039;t be fled). If someone has not completed the rumor phase when the season ends, no letter is sent, their circumstances change still occurs, and a front change is randomly decided on and occurs. If there are proposals still open in the GM phase when the season ends, they are automatically cancelled.&lt;br /&gt;
&lt;br /&gt;
==Fronts==&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5506</id>
		<title>Itinerant Royalty Errands/Engine</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5506"/>
		<updated>2020-12-31T21:32:48Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Stuff about the game engine (excluding data).&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
The map is a collection of hexes.&lt;br /&gt;
&lt;br /&gt;
===Hexes===&lt;br /&gt;
A hex is a location on the map. A hex has coordinates, an associated region, an associated country, a terrain type, and an additional difficulty rating. Regions and countries are groupings of hexes.&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
Terrain is what the hex is composed of. A terrain has name, some base danger rating, some base movement rating, and an encounter deck.&lt;br /&gt;
&lt;br /&gt;
===Tokens===&lt;br /&gt;
Tokens are things tracked on the map (they can be players, NPCs, artifacts, small locations, etc). Tokens are located in a particular hex, carried by another token, or in limbo. Tokens can support zero or more custom interactions.&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
Each player has a character in the game (NPCs are tracked as tokens or fronts). Characters have a job (they always have exactly one) and a level within that job and a rarity adjustment for the encounters in the job deck, a collection of stats (in particular, counters for each resource, health, royalty, plus data for their current job), a collection of skills (skills + xp total, which then gets mapped to a rank, probably 20/25/25/25/30), a collection of talents, and a collection of projects.&lt;br /&gt;
&lt;br /&gt;
===Jobs===&lt;br /&gt;
Jobs have a name, a rank (used mostly for switching across job trees), zero or more promotion jobs, zero or more demotion jobs, a base encounter difficulty, an encounter deck. Jobs have a default encounter deck rarity (eg, 4xA, 2xB, 2xC, 1xE-H) but this can change for a particular character over time.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
Projects are an ongoing thing the character is working on (building something, organizing something, researching something, searching for something). Projects have a name, approach type (this determines skills used for the project), xp, resources devoted (these two together determine rank), and a status (ongoing, completed, canceled).&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Actions are individual mechanical changes - Token X moves to hex A3, Player Foo&amp;#039;s health increases by 10, etc. Actions are grouped into events.&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
An event is a thing that happened in the game. An event is a name plus a list of associated actions.&lt;br /&gt;
&lt;br /&gt;
===Proposals===&lt;br /&gt;
A proposal is a suggested event (this is the main mechanic for GM/player interaction). Proposals have to be accepted by somebody; once they do, the event is created and takes effect. Proposals can be active or accepted or rejected.&lt;br /&gt;
&lt;br /&gt;
==Decks==&lt;br /&gt;
Decks are collections of cards. When empty, they&amp;#039;re refilled from one or more template decks (in some cases with adjustment, per the job encounter deck rarity thing as above).&lt;br /&gt;
&lt;br /&gt;
===Tableau===&lt;br /&gt;
In some cases there&amp;#039;s a face-up tableau of cards which the player can choose from instead of drawing directly from the deck. When cards from the tableau are drawn they are refilled from the deck. Cards in the tableau will age out after a certain number of turns. Cards in the tableau are partly visible to players - they&amp;#039;re only fully visible when selected.&lt;br /&gt;
&lt;br /&gt;
===Encounter Cards===&lt;br /&gt;
Encounter cards are the typical card. They consist of one or more checks, where each is with a particular skill against a particular difficulty with a particular reward and penalty.&lt;br /&gt;
&lt;br /&gt;
===Other Cards===&lt;br /&gt;
Other cards don&amp;#039;t have checks but offer choices between items, or just an event, or a single check that&amp;#039;s not an encounter as such.&lt;br /&gt;
&lt;br /&gt;
==Seasons==&lt;br /&gt;
A round of the game is called a season. The round consists of three phases. All players do a phase simultaneously, and don&amp;#039;t advance to the next phase until everyone has finished.&lt;br /&gt;
&lt;br /&gt;
===Play Phase===&lt;br /&gt;
In the play phase, the players have 20 turns to spend doing normal play (drawing and resolving cards, doing custom interactions, traveling, etc).&lt;br /&gt;
&lt;br /&gt;
===Correspondence Phase===&lt;br /&gt;
In the correspondence phase, each player is given another player to write to. They give an update on what has happened this season (during the play phase), and pass on any rumors they have about upcoming events. In addition, there are two mechanical pieces. The player is given a change in their own circumstances (eg, a change in the rarity of various encounters), and must pick between a few fronts and advancing them in some way.&lt;br /&gt;
&lt;br /&gt;
===GM Phase===&lt;br /&gt;
In the GM phase, players can make GM-level corrections to the mechanical state of the world (eg, move a character around, whatever). These are all proposals.&lt;br /&gt;
&lt;br /&gt;
==Fronts==&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5505</id>
		<title>Itinerant Royalty Errands/Engine</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5505"/>
		<updated>2020-12-31T21:31:44Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Rounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Stuff about the game engine (excluding data).&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
The map is a collection of hexes.&lt;br /&gt;
&lt;br /&gt;
===Hexes===&lt;br /&gt;
A hex is a location on the map. A hex has coordinates, an associated region, an associated country, a terrain type, and an additional difficulty rating. Regions and countries are groupings of hexes.&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
Terrain is what the hex is composed of. A terrain has name, some base danger rating, some base movement rating, and an encounter deck.&lt;br /&gt;
&lt;br /&gt;
===Tokens===&lt;br /&gt;
Tokens are things tracked on the map (they can be players, NPCs, artifacts, small locations, etc). Tokens are located in a particular hex, carried by another token, or in limbo. Tokens can support zero or more custom interactions.&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
Each player has a character in the game (NPCs are tracked as tokens or fronts). Characters have a job (they always have exactly one) and a level within that job and a rarity adjustment for the encounters in the job deck, a collection of stats (in particular, counters for each resource, health, royalty, plus data for their current job), a collection of skills (skills + xp total, which then gets mapped to a rank, probably 20/25/25/25/30), a collection of talents, and a collection of projects.&lt;br /&gt;
&lt;br /&gt;
===Jobs===&lt;br /&gt;
Jobs have a name, a rank (used mostly for switching across job trees), zero or more promotion jobs, zero or more demotion jobs, a base encounter difficulty, an encounter deck. Jobs have a default encounter deck rarity (eg, 4xA, 2xB, 2xC, 1xE-H) but this can change for a particular character over time.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
Projects are an ongoing thing the character is working on (building something, organizing something, researching something, searching for something). Projects have a name, approach type (this determines skills used for the project), xp, resources devoted (these two together determine rank), and a status (ongoing, completed, canceled).&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Actions are individual mechanical changes - Token X moves to hex A3, Player Foo&amp;#039;s health increases by 10, etc. Actions are grouped into events.&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
An event is a thing that happened in the game. An event is a name plus a list of associated actions.&lt;br /&gt;
&lt;br /&gt;
===Proposals===&lt;br /&gt;
A proposal is a suggested event (this is the main mechanic for GM/player interaction). Proposals have to be accepted by somebody; once they do, the event is created and takes effect. Proposals can be active or accepted or rejected.&lt;br /&gt;
&lt;br /&gt;
==Decks==&lt;br /&gt;
Decks are collections of cards. When empty, they&amp;#039;re refilled from one or more template decks (in some cases with adjustment, per the job encounter deck rarity thing as above).&lt;br /&gt;
&lt;br /&gt;
===Tableau===&lt;br /&gt;
In some cases there&amp;#039;s a face-up tableau of cards which the player can choose from instead of drawing directly from the deck. When cards from the tableau are drawn they are refilled from the deck. Cards in the tableau will age out after a certain number of turns. Cards in the tableau are partly visible to players - they&amp;#039;re only fully visible when selected.&lt;br /&gt;
&lt;br /&gt;
===Encounter Cards===&lt;br /&gt;
Encounter cards are the typical card. They consist of one or more checks, where each is with a particular skill against a particular difficulty with a particular reward and penalty.&lt;br /&gt;
&lt;br /&gt;
===Other Cards===&lt;br /&gt;
Other cards don&amp;#039;t have checks but offer choices between items, or just an event, or a single check that&amp;#039;s not an encounter as such.&lt;br /&gt;
&lt;br /&gt;
==Seasons==&lt;br /&gt;
A round of the game is called a season. The round consists of three phases. All players do a phase simultaneously, and don&amp;#039;t advance to the next phase until everyone has finished.&lt;br /&gt;
&lt;br /&gt;
===Play Phase===&lt;br /&gt;
In the play phase, the players have 20 turns to spend doing normal play (drawing and resolving cards, doing custom interactions, traveling, etc).&lt;br /&gt;
&lt;br /&gt;
===Correspondence Phase===&lt;br /&gt;
In the correspondence phase, each player is given another player to write to. They give an update on what has happened this season (during the play phase), and pass on any rumors they have about upcoming events. In addition, there are two mechanical pieces. The player is given a change in their own circumstances (eg, a change in the rarity of various encounters), and must pick between a few fronts and advancing them in some way.&lt;br /&gt;
&lt;br /&gt;
===GM Phase===&lt;br /&gt;
In the GM phase, players can make GM-level corrections to the mechanical state of the world (eg, move a character around, whatever). These are all proposals.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5504</id>
		<title>Itinerant Royalty Errands/Engine</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5504"/>
		<updated>2020-12-31T21:12:24Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Stuff about the game engine (excluding data).&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
The map is a collection of hexes.&lt;br /&gt;
&lt;br /&gt;
===Hexes===&lt;br /&gt;
A hex is a location on the map. A hex has coordinates, an associated region, an associated country, a terrain type, and an additional difficulty rating. Regions and countries are groupings of hexes.&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
Terrain is what the hex is composed of. A terrain has name, some base danger rating, some base movement rating, and an encounter deck.&lt;br /&gt;
&lt;br /&gt;
===Tokens===&lt;br /&gt;
Tokens are things tracked on the map (they can be players, NPCs, artifacts, small locations, etc). Tokens are located in a particular hex, carried by another token, or in limbo. Tokens can support zero or more custom interactions.&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
Each player has a character in the game (NPCs are tracked as tokens or fronts). Characters have a job (they always have exactly one) and a level within that job and a rarity adjustment for the encounters in the job deck, a collection of stats (in particular, counters for each resource, health, royalty, plus data for their current job), a collection of skills (skills + xp total, which then gets mapped to a rank, probably 20/25/25/25/30), a collection of talents, and a collection of projects.&lt;br /&gt;
&lt;br /&gt;
===Jobs===&lt;br /&gt;
Jobs have a name, a rank (used mostly for switching across job trees), zero or more promotion jobs, zero or more demotion jobs, a base encounter difficulty, an encounter deck. Jobs have a default encounter deck rarity (eg, 4xA, 2xB, 2xC, 1xE-H) but this can change for a particular character over time.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
Projects are an ongoing thing the character is working on (building something, organizing something, researching something, searching for something). Projects have a name, approach type (this determines skills used for the project), xp, resources devoted (these two together determine rank), and a status (ongoing, completed, canceled).&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Actions are individual mechanical changes - Token X moves to hex A3, Player Foo&amp;#039;s health increases by 10, etc. Actions are grouped into events.&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
An event is a thing that happened in the game. An event is a name plus a list of associated actions.&lt;br /&gt;
&lt;br /&gt;
===Proposals===&lt;br /&gt;
A proposal is a suggested event (this is the main mechanic for GM/player interaction). Proposals have to be accepted by somebody; once they do, the event is created and takes effect. Proposals can be active or accepted or rejected.&lt;br /&gt;
&lt;br /&gt;
==Decks==&lt;br /&gt;
Decks are collections of cards. When empty, they&amp;#039;re refilled from one or more template decks (in some cases with adjustment, per the job encounter deck rarity thing as above).&lt;br /&gt;
&lt;br /&gt;
===Tableau===&lt;br /&gt;
In some cases there&amp;#039;s a face-up tableau of cards which the player can choose from instead of drawing directly from the deck. When cards from the tableau are drawn they are refilled from the deck. Cards in the tableau will age out after a certain number of turns. Cards in the tableau are partly visible to players - they&amp;#039;re only fully visible when selected.&lt;br /&gt;
&lt;br /&gt;
===Encounter Cards===&lt;br /&gt;
Encounter cards are the typical card. They consist of one or more checks, where each is with a particular skill against a particular difficulty with a particular reward and penalty.&lt;br /&gt;
&lt;br /&gt;
===Other Cards===&lt;br /&gt;
Other cards don&amp;#039;t have checks but offer choices between items, or just an event, or a single check that&amp;#039;s not an encounter as such.&lt;br /&gt;
&lt;br /&gt;
==Rounds==&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/TODO&amp;diff=5503</id>
		<title>Itinerant Royalty Errands/TODO</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/TODO&amp;diff=5503"/>
		<updated>2020-12-31T17:12:13Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Engine==&lt;br /&gt;
* Storage&lt;br /&gt;
** Read-only and writeable&lt;br /&gt;
** Some kind of key/value, with schema specifying types; types can include lists (for decks or inventory)&lt;br /&gt;
* Decks&lt;br /&gt;
* Jobs&lt;br /&gt;
* Player Characters&lt;br /&gt;
* Projects&lt;br /&gt;
* Proposals&lt;br /&gt;
* Events&lt;br /&gt;
* Actions&lt;br /&gt;
* Hexes&lt;br /&gt;
* Features&lt;br /&gt;
* Letters&lt;br /&gt;
* Fronts&lt;br /&gt;
* Resources&lt;br /&gt;
* Artifacts&lt;br /&gt;
* Significant NPCs&lt;br /&gt;
* Global Config&lt;br /&gt;
* Turn Transitions&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
* Hexes&lt;br /&gt;
* Jobs&lt;br /&gt;
* Job Decks&lt;br /&gt;
&lt;br /&gt;
==Client/Server/UI==&lt;br /&gt;
* Figure out UI components&lt;br /&gt;
* Figure out resumability/reloading&lt;br /&gt;
* Figure out accepting events&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5502</id>
		<title>Itinerant Royalty Errands/Engine</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5502"/>
		<updated>2020-12-31T06:15:38Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Stuff about the game engine (excluding data).&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
The map is a collection of hexes.&lt;br /&gt;
&lt;br /&gt;
===Hexes===&lt;br /&gt;
A hex is a location on the map. A hex has coordinates, an associated region, an associated country, a terrain type, and an additional difficulty rating. Regions and countries are groupings of hexes.&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
Terrain is what the hex is composed of. A terrain has name, some base danger rating, some base movement rating, and an encounter deck.&lt;br /&gt;
&lt;br /&gt;
===Tokens===&lt;br /&gt;
Tokens are things tracked on the map (they can be players, NPCs, artifacts, small locations, etc). Tokens are located in a particular hex, carried by another token, or in limbo. Tokens can support zero or more custom interactions.&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
Each player has a character in the game (NPCs are tracked as tokens or fronts). Characters have a job (they always have exactly one) and a level within that job and a rarity adjustment for the encounters in the job deck, a collection of stats (in particular, counters for each resource, health, royalty, plus data for their current job), a collection of skills (skills + xp total, which then gets mapped to a rank, probably 20/25/25/25/30), a collection of talents, and a collection of projects.&lt;br /&gt;
&lt;br /&gt;
===Jobs===&lt;br /&gt;
Jobs have a name, a rank (used mostly for switching across job trees), zero or more promotion jobs, zero or more demotion jobs, a base encounter difficulty, an encounter deck. Jobs have a default encounter deck rarity (eg, 4xA, 2xB, 2xC, 1xE-H) but this can change for a particular character over time.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
Projects are an ongoing thing the character is working on (building something, organizing something, researching something, searching for something). Projects have a name, approach type (this determines skills used for the project), xp, resources devoted (these two together determine rank), and a status (ongoing, completed, canceled).&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5501</id>
		<title>Itinerant Royalty Errands/Engine</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5501"/>
		<updated>2020-12-31T04:56:32Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Stuff about the game engine (excluding data).&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
The map is a collection of hexes.&lt;br /&gt;
&lt;br /&gt;
===Hexes===&lt;br /&gt;
A hex is a location on the map. A hex has coordinates, an associated region, an associated country, a terrain type, and an additional difficulty rating. Regions and countries are groupings of hexes.&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
Terrain is what the hex is composed of. A terrain has name, some base danger rating, some base movement rating, and an encounter deck.&lt;br /&gt;
&lt;br /&gt;
===Tokens===&lt;br /&gt;
Tokens are things tracked on the map (they can be players, NPCs, artifacts, small locations, etc). Tokens are located in a particular hex, carried by another token, or in limbo.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5500</id>
		<title>Itinerant Royalty Errands/Engine</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5500"/>
		<updated>2020-12-31T04:50:22Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Stuff about the game engine (excluding data).&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
The map is a collection of hexes.&lt;br /&gt;
&lt;br /&gt;
===Hexes===&lt;br /&gt;
A hex is a location on the map. A hex has coordinates, an associated region, an associated country, a terrain type, and an additional difficulty rating.&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
Terrain is what the hex is composed of. A terrain has name, some base danger rating, some base movement rating, and an encounter deck.&lt;br /&gt;
&lt;br /&gt;
===Tokens===&lt;br /&gt;
Tokens are things tracked on the map (they can be players, NPCs, artifacts, small locations, etc). Tokens are located in a particular hex, carried by another token, or in limbo.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5499</id>
		<title>Itinerant Royalty Errands/Engine</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/Engine&amp;diff=5499"/>
		<updated>2020-12-31T04:00:24Z</updated>

		<summary type="html">&lt;p&gt;Inky: Created page with &amp;quot;==Overview== Stuff about the game engine (excluding data).  ==Map==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Stuff about the game engine (excluding data).&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/TODO&amp;diff=5498</id>
		<title>Itinerant Royalty Errands/TODO</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/TODO&amp;diff=5498"/>
		<updated>2020-12-30T20:25:43Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Code */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Code==&lt;br /&gt;
* Storage&lt;br /&gt;
** Read-only and writeable&lt;br /&gt;
** Some kind of key/value, with schema specifying types; types can include lists (for decks or inventory)&lt;br /&gt;
* Decks&lt;br /&gt;
* Jobs&lt;br /&gt;
* Player Characters&lt;br /&gt;
* Projects&lt;br /&gt;
* Proposals&lt;br /&gt;
* Events&lt;br /&gt;
* Actions&lt;br /&gt;
* Hexes&lt;br /&gt;
* Features&lt;br /&gt;
* Letters&lt;br /&gt;
* Fronts&lt;br /&gt;
* Resources&lt;br /&gt;
* Artifacts&lt;br /&gt;
* Significant NPCs&lt;br /&gt;
* Global Config&lt;br /&gt;
* Turn Transitions&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
* Hexes&lt;br /&gt;
* Jobs&lt;br /&gt;
* Job Decks&lt;br /&gt;
&lt;br /&gt;
==Client/Server/UI==&lt;br /&gt;
* Figure out UI components&lt;br /&gt;
* Figure out resumability/reloading&lt;br /&gt;
* Figure out accepting events&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/TODO&amp;diff=5497</id>
		<title>Itinerant Royalty Errands/TODO</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands/TODO&amp;diff=5497"/>
		<updated>2020-12-30T05:48:07Z</updated>

		<summary type="html">&lt;p&gt;Inky: Created page with &amp;quot;==Code== * Storage ** Read-only and writeable ** Some kind of key/value, with schema specifying types; types can include lists (for decks or inventory) * Decks * Jobs * Player...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Code==&lt;br /&gt;
* Storage&lt;br /&gt;
** Read-only and writeable&lt;br /&gt;
** Some kind of key/value, with schema specifying types; types can include lists (for decks or inventory)&lt;br /&gt;
* Decks&lt;br /&gt;
* Jobs&lt;br /&gt;
* Player Characters&lt;br /&gt;
* Projects&lt;br /&gt;
* Proposals&lt;br /&gt;
* Events&lt;br /&gt;
* Hexes&lt;br /&gt;
* Features&lt;br /&gt;
* Letters&lt;br /&gt;
* Fronts&lt;br /&gt;
* Resources&lt;br /&gt;
* Artifacts&lt;br /&gt;
* Significant NPCs&lt;br /&gt;
* Global Config&lt;br /&gt;
* Turn Transitions&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
* Hexes&lt;br /&gt;
* Jobs&lt;br /&gt;
* Job Decks&lt;br /&gt;
&lt;br /&gt;
==Client/Server/UI==&lt;br /&gt;
* Figure out UI components&lt;br /&gt;
* Figure out resumability/reloading&lt;br /&gt;
* Figure out accepting events&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5496</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5496"/>
		<updated>2020-12-30T05:24:05Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* TODO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?== &lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==TODO== &lt;br /&gt;
[[Itinerant Royalty Errands/TODO]]&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
===Stamina===&lt;br /&gt;
I think we might want to have a loop where the character explores a couple turns, then they camp, and stuff happens when camping as a result (eg, morale changes). It&amp;#039;s also good to have an easily-regenerated resource. So let&amp;#039;s drop the job meter stuff and have stamina. It&amp;#039;s something like, you have six stamina; on a success, you lose one (or zero or one?) stamina and get a reward, on a partial you lose 1d4 stamina and get a reward, on a failure you lose 1d6+difficulty stamina. If you drop to negative stamina, you take a penalty based on how negative you are (not sure whether this then resets stamina, I&amp;#039;m thinking not). If you camp, you reset your stamina, then do a camp encounter. Sometimes rewards might restore your stamina.&lt;br /&gt;
&lt;br /&gt;
===Balance===&lt;br /&gt;
Another way to look at this is the metaphor that the PC is running across a balance beam. If they make it to the other end in time, they can jump to a higher balance beam (ie, advance to a better job). If they fall, they drop to a lower balance beam (worse job or some other penalty). Then when you get rewarded for a skill check, the difficulty (rank of the reward) determines how far you go; the quality of the result determines how your stability changes (great success = move and stability increases; success = move and stability stays the same; poor success = move and stability worsens; fail = no move, stability worsens, and immediately check for a fall). Thus to advance you must participate in high-difficulty challenges or you won&amp;#039;t get enough distance in the time limit, but if you repeatedly do challenges that are too difficult for you, you&amp;#039;re likely to get poor successes, lose stability, and ultimately fall.&lt;br /&gt;
&lt;br /&gt;
How to translate this? Well, we could take stamina from before. Great success restores one stamina, poor success loses one stamina, failure loses two stamina and does a check on stamina. None of this (including the check) necessarily needs to be scaled to the rank, since in theory that&amp;#039;s already taken into account by the success quality. Then how to map distance and the time limit? Well, it seems like you start by having a reputation score, and you get promoted when you hit a certain reputation level. Why does reputation get you promoted but (lack of) stamina gets you demoted? I guess lack of stamina means being injured or captured or whatever. Time limit? Well, you can also model the time limit by lowering your reputation each turn at a certain rate - if you don&amp;#039;t gain at least X/turn you&amp;#039;ll never make it to Y. The difficulty could also be ramped up over time to model the accumulation of enemies and opposition (the king of whoever tires of the kozacks raiding his caravans and sends out the army to drive them off), which would also be a forcing function for up-or-out, but that feels blunter and hard to do gradually (since there&amp;#039;s only a small range of difficulties).&lt;br /&gt;
&lt;br /&gt;
How does, say, gold fit into this? Losing gold could be an alternative to falling to a lower bar, and gaining gold could be an alternative to raising reputation.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
Xanathar&amp;#039;s Guide to Everything has a nice list of terrains that might be a good starting point. The current idea has Forest and Heavy Forest or whatever, but it might be better to just have single terrain types, and then maybe a tag for &amp;quot;this hex is more dangerous than typical&amp;quot; that bumps it up a level. Anyway, terrain list:&lt;br /&gt;
* Arctic&lt;br /&gt;
* Coastal&lt;br /&gt;
* Desert&lt;br /&gt;
* Forest&lt;br /&gt;
* Grassland&lt;br /&gt;
* Hill&lt;br /&gt;
* Mountain&lt;br /&gt;
* Swamp&lt;br /&gt;
* Underdark (don&amp;#039;t have this, but Ruins/Dungeon seems relevant)&lt;br /&gt;
* Underwater&lt;br /&gt;
* Urban&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
* Two PCs want to explore an ancient ruin to recover some artifact&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;br /&gt;
&lt;br /&gt;
===Project ideas===&lt;br /&gt;
* Let&amp;#039;s say projects have types, as above, and some number of stages. Each stage requires A units of resource 1, B units of resource 2, and C units of resource 3, plus X maturity. When you&amp;#039;ve paid the resource cost for the current stage, it&amp;#039;s unlocked, which means you can make the skill check. If you pass the skill check, once the maturity has counted down to zero, you pass the stage and the next stage is up (or the project is finished).&lt;br /&gt;
** Bonuses for passing the skill check can involve reducing the maturity of the current stage, or reducing the resource costs of the next stage&lt;br /&gt;
** Penalties for failing the skill check can be just not passing (ie, wasting the turn), increasing the resource cost for the current or future stages, increasing the maturity for the current stage (ie, delaying it), or ending the project early (so it&amp;#039;s not worth as many points) and starting a new project of a different type to finish it out&lt;br /&gt;
** There might be two basic kinds of projects, direct and growth - direct projects have, say, 5 stages, while growth have 2-3 stages, but direct project stages have a base maturity of 0 whereas growth project stages have a maturity of 2d4.&lt;br /&gt;
** As a separate axis, projects can be required or optional - required projects put their skill check cards into the job deck directly (on top, I guess), whereas optional projects are someplace else and you choose when to do the check.&lt;br /&gt;
** Projects have some point value when completed, based on number of stages and difficulty&lt;br /&gt;
* There are meta-projects to allow for working on stuff in parallel - the army of the dead metaproject might be &amp;quot;ok, you need 100 points in projects, including a blood sacrifice worth 30+ points, opening a portal to the netherworld for 30+ points, rites and rituals for 30+ points; also a thaumaturgy skill of at least rank 3 and an artifact of control&amp;quot;. This is basically just pre-agreement for your overarching goals (oh, but I guess it&amp;#039;s also helpful to turn in all the projects together and get them handled by the same DM)&lt;br /&gt;
** Sometimes when a project dead-ends due to check failure, we can auto-create a meta-project for it like &amp;quot;finish up the siege engines&amp;quot; and then create a second project of random type under that meta project&lt;br /&gt;
** I guess players can create metaprojects and move stuff into and out of them freely, but there&amp;#039;s some separate DM-only line that gets filled in if they want to have the point agreements&lt;br /&gt;
** We can simplify things by saying projects only belong to one person, but projects from multiple people can belong to a single metaproject. Who can redeem the metaproject? Maybe anyone (and rely on GM ruling to keep it sensible - if the junior wizard wants to secretly twist the spell to take it over, they should run their own project to do that, not just do it at resolution time).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
There are, let&amp;#039;s say, 7 resource types (rare woods, mystic jewels, peculiar spices, that kind of thing), scattered around the map such that every country has two or three resource nodes. Nodes produce at some rate (2 units a season, say, or 50% chance of being exhausted each time a unit is mined). You don&amp;#039;t actually have to be on the node to mine it - it&amp;#039;s more like, if you&amp;#039;re in a nearby hex, you have some chance of getting the resource as a reward. Projects tend to require resources. You can trade units of a resource for coins on city tiles. You can transfer resources to other players when you&amp;#039;re on the same hex. You can probably increase the production rate of or create new nodes with projects. New resources can be created as the game goes along - you can imagine in the army of the dead project it might call for ten units of necromantic energy.&lt;br /&gt;
&lt;br /&gt;
Note that resources can be found as loot, traded between players, and so on, so there&amp;#039;s some assumption these are tangible physical goods. Stuff like &amp;quot;this dungeon is half explored&amp;quot; is probably better tracked with a clock instead of resources.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Monuments and factories and small towns and dungeons and stuff are all modelled as features. You can do an action when you&amp;#039;re on a feature - I guess usually this costs an intervention.&lt;br /&gt;
&lt;br /&gt;
==Playtesting==&lt;br /&gt;
So in practice this is too random. There&amp;#039;s a random skill picked to resolve on a test of random difficulty and you move to a random hex. In Interstellar Errands it&amp;#039;s fine for it to be random because it trends up and it&amp;#039;s also a single point of randomness (and then the game isn&amp;#039;t really anything else). This game feels like it has a lot of choices and control but it&amp;#039;s all fake. I think the success numbers may be too low, though part of that may be the setup where all the skills start at 1 but the default difficulty is 2 most places.&lt;br /&gt;
&lt;br /&gt;
Switching things up a bit, I pulled out a base competence stat, and skills just add +1 to it if you have the skill. I playtested with competence = 2, so most of the fights were at 0 advantage, a few were at +1, and a few at -1. The overall success rate seemed acceptable - basically an even split between failure, mixed, and success (no great successes, but whatever). It&amp;#039;s still not very choice-y, though, and it seems like there&amp;#039;s enough system here that there has to be more opportunity for strategy. Presumably it&amp;#039;s like if you&amp;#039;re trained in endurance you should stick to the desert whereas if you&amp;#039;re trained in climb you stick to the mountains because this lets you punch above your weight. But then this doesn&amp;#039;t work with the current system either because you don&amp;#039;t get that many hex-specific encounters when you work your job (looks like 6/20 in this last one), so most of the time it doesn&amp;#039;t actually matter where you&amp;#039;re working your job. I don&amp;#039;t think I can plausibly design separate job decks for different hex types, though, or for other splits like different kinds of raider-ing. Unless it&amp;#039;s re-used across jobs, I guess. We could of course work in the hex base skills to the job encounters, but it seems like this doesn&amp;#039;t quite happen enough to make it worth it. And, I mean, in any case, just getting a +1 to the roll is kind of not very knob-y - people expect to be able to interact a little more. I guess the tools aren&amp;#039;t implemented yet and might help a bit with this.&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
(ie, not playtesting) Could do the thing where you flip up three cards and choose one, then I guess draw to replace it. That doesn&amp;#039;t really make sense in-story but it&amp;#039;s probably fine as a mechanic. Separately, I&amp;#039;m wondering about a thing where rewards are weighted towards influence, wealth, or skill. Does that make sense? In KoL apparently you typically earn X xp in your prime stat and X/2 xp in your secondaries, but the thing is influence and wealth aren&amp;#039;t directly relevant in winning skill checks, so it&amp;#039;s in some sense always a sucker bet to pick those until you&amp;#039;ve sort of maxed out for this job. An alternative is princes of florence style thing where you get X skill xp and Y reward, where you choose at the time whether to take Y as cash or influence. There&amp;#039;s also a bit of tension here between &amp;quot;characters should succeed a lot of the time&amp;quot; and &amp;quot;characters should always be advancing, failing and falling, then advancing to try again&amp;quot; or the general notion of your position being a little unstable.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5495</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5495"/>
		<updated>2020-12-30T05:23:44Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?== &lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==TODO== &lt;br /&gt;
[[Itinerant Royalty Errands TODO]]&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
===Stamina===&lt;br /&gt;
I think we might want to have a loop where the character explores a couple turns, then they camp, and stuff happens when camping as a result (eg, morale changes). It&amp;#039;s also good to have an easily-regenerated resource. So let&amp;#039;s drop the job meter stuff and have stamina. It&amp;#039;s something like, you have six stamina; on a success, you lose one (or zero or one?) stamina and get a reward, on a partial you lose 1d4 stamina and get a reward, on a failure you lose 1d6+difficulty stamina. If you drop to negative stamina, you take a penalty based on how negative you are (not sure whether this then resets stamina, I&amp;#039;m thinking not). If you camp, you reset your stamina, then do a camp encounter. Sometimes rewards might restore your stamina.&lt;br /&gt;
&lt;br /&gt;
===Balance===&lt;br /&gt;
Another way to look at this is the metaphor that the PC is running across a balance beam. If they make it to the other end in time, they can jump to a higher balance beam (ie, advance to a better job). If they fall, they drop to a lower balance beam (worse job or some other penalty). Then when you get rewarded for a skill check, the difficulty (rank of the reward) determines how far you go; the quality of the result determines how your stability changes (great success = move and stability increases; success = move and stability stays the same; poor success = move and stability worsens; fail = no move, stability worsens, and immediately check for a fall). Thus to advance you must participate in high-difficulty challenges or you won&amp;#039;t get enough distance in the time limit, but if you repeatedly do challenges that are too difficult for you, you&amp;#039;re likely to get poor successes, lose stability, and ultimately fall.&lt;br /&gt;
&lt;br /&gt;
How to translate this? Well, we could take stamina from before. Great success restores one stamina, poor success loses one stamina, failure loses two stamina and does a check on stamina. None of this (including the check) necessarily needs to be scaled to the rank, since in theory that&amp;#039;s already taken into account by the success quality. Then how to map distance and the time limit? Well, it seems like you start by having a reputation score, and you get promoted when you hit a certain reputation level. Why does reputation get you promoted but (lack of) stamina gets you demoted? I guess lack of stamina means being injured or captured or whatever. Time limit? Well, you can also model the time limit by lowering your reputation each turn at a certain rate - if you don&amp;#039;t gain at least X/turn you&amp;#039;ll never make it to Y. The difficulty could also be ramped up over time to model the accumulation of enemies and opposition (the king of whoever tires of the kozacks raiding his caravans and sends out the army to drive them off), which would also be a forcing function for up-or-out, but that feels blunter and hard to do gradually (since there&amp;#039;s only a small range of difficulties).&lt;br /&gt;
&lt;br /&gt;
How does, say, gold fit into this? Losing gold could be an alternative to falling to a lower bar, and gaining gold could be an alternative to raising reputation.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
Xanathar&amp;#039;s Guide to Everything has a nice list of terrains that might be a good starting point. The current idea has Forest and Heavy Forest or whatever, but it might be better to just have single terrain types, and then maybe a tag for &amp;quot;this hex is more dangerous than typical&amp;quot; that bumps it up a level. Anyway, terrain list:&lt;br /&gt;
* Arctic&lt;br /&gt;
* Coastal&lt;br /&gt;
* Desert&lt;br /&gt;
* Forest&lt;br /&gt;
* Grassland&lt;br /&gt;
* Hill&lt;br /&gt;
* Mountain&lt;br /&gt;
* Swamp&lt;br /&gt;
* Underdark (don&amp;#039;t have this, but Ruins/Dungeon seems relevant)&lt;br /&gt;
* Underwater&lt;br /&gt;
* Urban&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
* Two PCs want to explore an ancient ruin to recover some artifact&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;br /&gt;
&lt;br /&gt;
===Project ideas===&lt;br /&gt;
* Let&amp;#039;s say projects have types, as above, and some number of stages. Each stage requires A units of resource 1, B units of resource 2, and C units of resource 3, plus X maturity. When you&amp;#039;ve paid the resource cost for the current stage, it&amp;#039;s unlocked, which means you can make the skill check. If you pass the skill check, once the maturity has counted down to zero, you pass the stage and the next stage is up (or the project is finished).&lt;br /&gt;
** Bonuses for passing the skill check can involve reducing the maturity of the current stage, or reducing the resource costs of the next stage&lt;br /&gt;
** Penalties for failing the skill check can be just not passing (ie, wasting the turn), increasing the resource cost for the current or future stages, increasing the maturity for the current stage (ie, delaying it), or ending the project early (so it&amp;#039;s not worth as many points) and starting a new project of a different type to finish it out&lt;br /&gt;
** There might be two basic kinds of projects, direct and growth - direct projects have, say, 5 stages, while growth have 2-3 stages, but direct project stages have a base maturity of 0 whereas growth project stages have a maturity of 2d4.&lt;br /&gt;
** As a separate axis, projects can be required or optional - required projects put their skill check cards into the job deck directly (on top, I guess), whereas optional projects are someplace else and you choose when to do the check.&lt;br /&gt;
** Projects have some point value when completed, based on number of stages and difficulty&lt;br /&gt;
* There are meta-projects to allow for working on stuff in parallel - the army of the dead metaproject might be &amp;quot;ok, you need 100 points in projects, including a blood sacrifice worth 30+ points, opening a portal to the netherworld for 30+ points, rites and rituals for 30+ points; also a thaumaturgy skill of at least rank 3 and an artifact of control&amp;quot;. This is basically just pre-agreement for your overarching goals (oh, but I guess it&amp;#039;s also helpful to turn in all the projects together and get them handled by the same DM)&lt;br /&gt;
** Sometimes when a project dead-ends due to check failure, we can auto-create a meta-project for it like &amp;quot;finish up the siege engines&amp;quot; and then create a second project of random type under that meta project&lt;br /&gt;
** I guess players can create metaprojects and move stuff into and out of them freely, but there&amp;#039;s some separate DM-only line that gets filled in if they want to have the point agreements&lt;br /&gt;
** We can simplify things by saying projects only belong to one person, but projects from multiple people can belong to a single metaproject. Who can redeem the metaproject? Maybe anyone (and rely on GM ruling to keep it sensible - if the junior wizard wants to secretly twist the spell to take it over, they should run their own project to do that, not just do it at resolution time).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
There are, let&amp;#039;s say, 7 resource types (rare woods, mystic jewels, peculiar spices, that kind of thing), scattered around the map such that every country has two or three resource nodes. Nodes produce at some rate (2 units a season, say, or 50% chance of being exhausted each time a unit is mined). You don&amp;#039;t actually have to be on the node to mine it - it&amp;#039;s more like, if you&amp;#039;re in a nearby hex, you have some chance of getting the resource as a reward. Projects tend to require resources. You can trade units of a resource for coins on city tiles. You can transfer resources to other players when you&amp;#039;re on the same hex. You can probably increase the production rate of or create new nodes with projects. New resources can be created as the game goes along - you can imagine in the army of the dead project it might call for ten units of necromantic energy.&lt;br /&gt;
&lt;br /&gt;
Note that resources can be found as loot, traded between players, and so on, so there&amp;#039;s some assumption these are tangible physical goods. Stuff like &amp;quot;this dungeon is half explored&amp;quot; is probably better tracked with a clock instead of resources.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Monuments and factories and small towns and dungeons and stuff are all modelled as features. You can do an action when you&amp;#039;re on a feature - I guess usually this costs an intervention.&lt;br /&gt;
&lt;br /&gt;
==Playtesting==&lt;br /&gt;
So in practice this is too random. There&amp;#039;s a random skill picked to resolve on a test of random difficulty and you move to a random hex. In Interstellar Errands it&amp;#039;s fine for it to be random because it trends up and it&amp;#039;s also a single point of randomness (and then the game isn&amp;#039;t really anything else). This game feels like it has a lot of choices and control but it&amp;#039;s all fake. I think the success numbers may be too low, though part of that may be the setup where all the skills start at 1 but the default difficulty is 2 most places.&lt;br /&gt;
&lt;br /&gt;
Switching things up a bit, I pulled out a base competence stat, and skills just add +1 to it if you have the skill. I playtested with competence = 2, so most of the fights were at 0 advantage, a few were at +1, and a few at -1. The overall success rate seemed acceptable - basically an even split between failure, mixed, and success (no great successes, but whatever). It&amp;#039;s still not very choice-y, though, and it seems like there&amp;#039;s enough system here that there has to be more opportunity for strategy. Presumably it&amp;#039;s like if you&amp;#039;re trained in endurance you should stick to the desert whereas if you&amp;#039;re trained in climb you stick to the mountains because this lets you punch above your weight. But then this doesn&amp;#039;t work with the current system either because you don&amp;#039;t get that many hex-specific encounters when you work your job (looks like 6/20 in this last one), so most of the time it doesn&amp;#039;t actually matter where you&amp;#039;re working your job. I don&amp;#039;t think I can plausibly design separate job decks for different hex types, though, or for other splits like different kinds of raider-ing. Unless it&amp;#039;s re-used across jobs, I guess. We could of course work in the hex base skills to the job encounters, but it seems like this doesn&amp;#039;t quite happen enough to make it worth it. And, I mean, in any case, just getting a +1 to the roll is kind of not very knob-y - people expect to be able to interact a little more. I guess the tools aren&amp;#039;t implemented yet and might help a bit with this.&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
(ie, not playtesting) Could do the thing where you flip up three cards and choose one, then I guess draw to replace it. That doesn&amp;#039;t really make sense in-story but it&amp;#039;s probably fine as a mechanic. Separately, I&amp;#039;m wondering about a thing where rewards are weighted towards influence, wealth, or skill. Does that make sense? In KoL apparently you typically earn X xp in your prime stat and X/2 xp in your secondaries, but the thing is influence and wealth aren&amp;#039;t directly relevant in winning skill checks, so it&amp;#039;s in some sense always a sucker bet to pick those until you&amp;#039;ve sort of maxed out for this job. An alternative is princes of florence style thing where you get X skill xp and Y reward, where you choose at the time whether to take Y as cash or influence. There&amp;#039;s also a bit of tension here between &amp;quot;characters should succeed a lot of the time&amp;quot; and &amp;quot;characters should always be advancing, failing and falling, then advancing to try again&amp;quot; or the general notion of your position being a little unstable.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5494</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5494"/>
		<updated>2020-12-23T03:41:14Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
===Stamina===&lt;br /&gt;
I think we might want to have a loop where the character explores a couple turns, then they camp, and stuff happens when camping as a result (eg, morale changes). It&amp;#039;s also good to have an easily-regenerated resource. So let&amp;#039;s drop the job meter stuff and have stamina. It&amp;#039;s something like, you have six stamina; on a success, you lose one (or zero or one?) stamina and get a reward, on a partial you lose 1d4 stamina and get a reward, on a failure you lose 1d6+difficulty stamina. If you drop to negative stamina, you take a penalty based on how negative you are (not sure whether this then resets stamina, I&amp;#039;m thinking not). If you camp, you reset your stamina, then do a camp encounter. Sometimes rewards might restore your stamina.&lt;br /&gt;
&lt;br /&gt;
===Balance===&lt;br /&gt;
Another way to look at this is the metaphor that the PC is running across a balance beam. If they make it to the other end in time, they can jump to a higher balance beam (ie, advance to a better job). If they fall, they drop to a lower balance beam (worse job or some other penalty). Then when you get rewarded for a skill check, the difficulty (rank of the reward) determines how far you go; the quality of the result determines how your stability changes (great success = move and stability increases; success = move and stability stays the same; poor success = move and stability worsens; fail = no move, stability worsens, and immediately check for a fall). Thus to advance you must participate in high-difficulty challenges or you won&amp;#039;t get enough distance in the time limit, but if you repeatedly do challenges that are too difficult for you, you&amp;#039;re likely to get poor successes, lose stability, and ultimately fall.&lt;br /&gt;
&lt;br /&gt;
How to translate this? Well, we could take stamina from before. Great success restores one stamina, poor success loses one stamina, failure loses two stamina and does a check on stamina. None of this (including the check) necessarily needs to be scaled to the rank, since in theory that&amp;#039;s already taken into account by the success quality. Then how to map distance and the time limit? Well, it seems like you start by having a reputation score, and you get promoted when you hit a certain reputation level. Why does reputation get you promoted but (lack of) stamina gets you demoted? I guess lack of stamina means being injured or captured or whatever. Time limit? Well, you can also model the time limit by lowering your reputation each turn at a certain rate - if you don&amp;#039;t gain at least X/turn you&amp;#039;ll never make it to Y. The difficulty could also be ramped up over time to model the accumulation of enemies and opposition (the king of whoever tires of the kozacks raiding his caravans and sends out the army to drive them off), which would also be a forcing function for up-or-out, but that feels blunter and hard to do gradually (since there&amp;#039;s only a small range of difficulties).&lt;br /&gt;
&lt;br /&gt;
How does, say, gold fit into this? Losing gold could be an alternative to falling to a lower bar, and gaining gold could be an alternative to raising reputation.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
Xanathar&amp;#039;s Guide to Everything has a nice list of terrains that might be a good starting point. The current idea has Forest and Heavy Forest or whatever, but it might be better to just have single terrain types, and then maybe a tag for &amp;quot;this hex is more dangerous than typical&amp;quot; that bumps it up a level. Anyway, terrain list:&lt;br /&gt;
* Arctic&lt;br /&gt;
* Coastal&lt;br /&gt;
* Desert&lt;br /&gt;
* Forest&lt;br /&gt;
* Grassland&lt;br /&gt;
* Hill&lt;br /&gt;
* Mountain&lt;br /&gt;
* Swamp&lt;br /&gt;
* Underdark (don&amp;#039;t have this, but Ruins/Dungeon seems relevant)&lt;br /&gt;
* Underwater&lt;br /&gt;
* Urban&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
* Two PCs want to explore an ancient ruin to recover some artifact&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;br /&gt;
&lt;br /&gt;
===Project ideas===&lt;br /&gt;
* Let&amp;#039;s say projects have types, as above, and some number of stages. Each stage requires A units of resource 1, B units of resource 2, and C units of resource 3, plus X maturity. When you&amp;#039;ve paid the resource cost for the current stage, it&amp;#039;s unlocked, which means you can make the skill check. If you pass the skill check, once the maturity has counted down to zero, you pass the stage and the next stage is up (or the project is finished).&lt;br /&gt;
** Bonuses for passing the skill check can involve reducing the maturity of the current stage, or reducing the resource costs of the next stage&lt;br /&gt;
** Penalties for failing the skill check can be just not passing (ie, wasting the turn), increasing the resource cost for the current or future stages, increasing the maturity for the current stage (ie, delaying it), or ending the project early (so it&amp;#039;s not worth as many points) and starting a new project of a different type to finish it out&lt;br /&gt;
** There might be two basic kinds of projects, direct and growth - direct projects have, say, 5 stages, while growth have 2-3 stages, but direct project stages have a base maturity of 0 whereas growth project stages have a maturity of 2d4.&lt;br /&gt;
** As a separate axis, projects can be required or optional - required projects put their skill check cards into the job deck directly (on top, I guess), whereas optional projects are someplace else and you choose when to do the check.&lt;br /&gt;
** Projects have some point value when completed, based on number of stages and difficulty&lt;br /&gt;
* There are meta-projects to allow for working on stuff in parallel - the army of the dead metaproject might be &amp;quot;ok, you need 100 points in projects, including a blood sacrifice worth 30+ points, opening a portal to the netherworld for 30+ points, rites and rituals for 30+ points; also a thaumaturgy skill of at least rank 3 and an artifact of control&amp;quot;. This is basically just pre-agreement for your overarching goals (oh, but I guess it&amp;#039;s also helpful to turn in all the projects together and get them handled by the same DM)&lt;br /&gt;
** Sometimes when a project dead-ends due to check failure, we can auto-create a meta-project for it like &amp;quot;finish up the siege engines&amp;quot; and then create a second project of random type under that meta project&lt;br /&gt;
** I guess players can create metaprojects and move stuff into and out of them freely, but there&amp;#039;s some separate DM-only line that gets filled in if they want to have the point agreements&lt;br /&gt;
** We can simplify things by saying projects only belong to one person, but projects from multiple people can belong to a single metaproject. Who can redeem the metaproject? Maybe anyone (and rely on GM ruling to keep it sensible - if the junior wizard wants to secretly twist the spell to take it over, they should run their own project to do that, not just do it at resolution time).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
There are, let&amp;#039;s say, 7 resource types (rare woods, mystic jewels, peculiar spices, that kind of thing), scattered around the map such that every country has two or three resource nodes. Nodes produce at some rate (2 units a season, say, or 50% chance of being exhausted each time a unit is mined). You don&amp;#039;t actually have to be on the node to mine it - it&amp;#039;s more like, if you&amp;#039;re in a nearby hex, you have some chance of getting the resource as a reward. Projects tend to require resources. You can trade units of a resource for coins on city tiles. You can transfer resources to other players when you&amp;#039;re on the same hex. You can probably increase the production rate of or create new nodes with projects. New resources can be created as the game goes along - you can imagine in the army of the dead project it might call for ten units of necromantic energy.&lt;br /&gt;
&lt;br /&gt;
Note that resources can be found as loot, traded between players, and so on, so there&amp;#039;s some assumption these are tangible physical goods. Stuff like &amp;quot;this dungeon is half explored&amp;quot; is probably better tracked with a clock instead of resources.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Monuments and factories and small towns and dungeons and stuff are all modelled as features. You can do an action when you&amp;#039;re on a feature - I guess usually this costs an intervention.&lt;br /&gt;
&lt;br /&gt;
==Playtesting==&lt;br /&gt;
So in practice this is too random. There&amp;#039;s a random skill picked to resolve on a test of random difficulty and you move to a random hex. In Interstellar Errands it&amp;#039;s fine for it to be random because it trends up and it&amp;#039;s also a single point of randomness (and then the game isn&amp;#039;t really anything else). This game feels like it has a lot of choices and control but it&amp;#039;s all fake. I think the success numbers may be too low, though part of that may be the setup where all the skills start at 1 but the default difficulty is 2 most places.&lt;br /&gt;
&lt;br /&gt;
Switching things up a bit, I pulled out a base competence stat, and skills just add +1 to it if you have the skill. I playtested with competence = 2, so most of the fights were at 0 advantage, a few were at +1, and a few at -1. The overall success rate seemed acceptable - basically an even split between failure, mixed, and success (no great successes, but whatever). It&amp;#039;s still not very choice-y, though, and it seems like there&amp;#039;s enough system here that there has to be more opportunity for strategy. Presumably it&amp;#039;s like if you&amp;#039;re trained in endurance you should stick to the desert whereas if you&amp;#039;re trained in climb you stick to the mountains because this lets you punch above your weight. But then this doesn&amp;#039;t work with the current system either because you don&amp;#039;t get that many hex-specific encounters when you work your job (looks like 6/20 in this last one), so most of the time it doesn&amp;#039;t actually matter where you&amp;#039;re working your job. I don&amp;#039;t think I can plausibly design separate job decks for different hex types, though, or for other splits like different kinds of raider-ing. Unless it&amp;#039;s re-used across jobs, I guess. We could of course work in the hex base skills to the job encounters, but it seems like this doesn&amp;#039;t quite happen enough to make it worth it. And, I mean, in any case, just getting a +1 to the roll is kind of not very knob-y - people expect to be able to interact a little more. I guess the tools aren&amp;#039;t implemented yet and might help a bit with this.&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
(ie, not playtesting) Could do the thing where you flip up three cards and choose one, then I guess draw to replace it. That doesn&amp;#039;t really make sense in-story but it&amp;#039;s probably fine as a mechanic. Separately, I&amp;#039;m wondering about a thing where rewards are weighted towards influence, wealth, or skill. Does that make sense? In KoL apparently you typically earn X xp in your prime stat and X/2 xp in your secondaries, but the thing is influence and wealth aren&amp;#039;t directly relevant in winning skill checks, so it&amp;#039;s in some sense always a sucker bet to pick those until you&amp;#039;ve sort of maxed out for this job. An alternative is princes of florence style thing where you get X skill xp and Y reward, where you choose at the time whether to take Y as cash or influence. There&amp;#039;s also a bit of tension here between &amp;quot;characters should succeed a lot of the time&amp;quot; and &amp;quot;characters should always be advancing, failing and falling, then advancing to try again&amp;quot; or the general notion of your position being a little unstable.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5493</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5493"/>
		<updated>2020-09-20T04:28:49Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Playtesting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
===Stamina===&lt;br /&gt;
I think we might want to have a loop where the character explores a couple turns, then they camp, and stuff happens when camping as a result (eg, morale changes). It&amp;#039;s also good to have an easily-regenerated resource. So let&amp;#039;s drop the job meter stuff and have stamina. It&amp;#039;s something like, you have six stamina; on a success, you lose one (or zero or one?) stamina and get a reward, on a partial you lose 1d4 stamina and get a reward, on a failure you lose 1d6+difficulty stamina. If you drop to negative stamina, you take a penalty based on how negative you are (not sure whether this then resets stamina, I&amp;#039;m thinking not). If you camp, you reset your stamina, then do a camp encounter. Sometimes rewards might restore your stamina.&lt;br /&gt;
&lt;br /&gt;
===Balance===&lt;br /&gt;
Another way to look at this is the metaphor that the PC is running across a balance beam. If they make it to the other end in time, they can jump to a higher balance beam (ie, advance to a better job). If they fall, they drop to a lower balance beam (worse job or some other penalty). Then when you get rewarded for a skill check, the difficulty (rank of the reward) determines how far you go; the quality of the result determines how your stability changes (great success = move and stability increases; success = move and stability stays the same; poor success = move and stability worsens; fail = no move, stability worsens, and immediately check for a fall). Thus to advance you must participate in high-difficulty challenges or you won&amp;#039;t get enough distance in the time limit, but if you repeatedly do challenges that are too difficult for you, you&amp;#039;re likely to get poor successes, lose stability, and ultimately fall.&lt;br /&gt;
&lt;br /&gt;
How to translate this? Well, we could take stamina from before. Great success restores one stamina, poor success loses one stamina, failure loses two stamina and does a check on stamina. None of this (including the check) necessarily needs to be scaled to the rank, since in theory that&amp;#039;s already taken into account by the success quality. Then how to map distance and the time limit? Well, it seems like you start by having a reputation score, and you get promoted when you hit a certain reputation level. Why does reputation get you promoted but (lack of) stamina gets you demoted? I guess lack of stamina means being injured or captured or whatever. Time limit? Well, you can also model the time limit by lowering your reputation each turn at a certain rate - if you don&amp;#039;t gain at least X/turn you&amp;#039;ll never make it to Y. The difficulty could also be ramped up over time to model the accumulation of enemies and opposition (the king of whoever tires of the kozacks raiding his caravans and sends out the army to drive them off), which would also be a forcing function for up-or-out, but that feels blunter and hard to do gradually (since there&amp;#039;s only a small range of difficulties).&lt;br /&gt;
&lt;br /&gt;
How does, say, gold fit into this? Losing gold could be an alternative to falling to a lower bar, and gaining gold could be an alternative to raising reputation.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
* Two PCs want to explore an ancient ruin to recover some artifact&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;br /&gt;
&lt;br /&gt;
===Project ideas===&lt;br /&gt;
* Let&amp;#039;s say projects have types, as above, and some number of stages. Each stage requires A units of resource 1, B units of resource 2, and C units of resource 3, plus X maturity. When you&amp;#039;ve paid the resource cost for the current stage, it&amp;#039;s unlocked, which means you can make the skill check. If you pass the skill check, once the maturity has counted down to zero, you pass the stage and the next stage is up (or the project is finished).&lt;br /&gt;
** Bonuses for passing the skill check can involve reducing the maturity of the current stage, or reducing the resource costs of the next stage&lt;br /&gt;
** Penalties for failing the skill check can be just not passing (ie, wasting the turn), increasing the resource cost for the current or future stages, increasing the maturity for the current stage (ie, delaying it), or ending the project early (so it&amp;#039;s not worth as many points) and starting a new project of a different type to finish it out&lt;br /&gt;
** There might be two basic kinds of projects, direct and growth - direct projects have, say, 5 stages, while growth have 2-3 stages, but direct project stages have a base maturity of 0 whereas growth project stages have a maturity of 2d4.&lt;br /&gt;
** As a separate axis, projects can be required or optional - required projects put their skill check cards into the job deck directly (on top, I guess), whereas optional projects are someplace else and you choose when to do the check.&lt;br /&gt;
** Projects have some point value when completed, based on number of stages and difficulty&lt;br /&gt;
* There are meta-projects to allow for working on stuff in parallel - the army of the dead metaproject might be &amp;quot;ok, you need 100 points in projects, including a blood sacrifice worth 30+ points, opening a portal to the netherworld for 30+ points, rites and rituals for 30+ points; also a thaumaturgy skill of at least rank 3 and an artifact of control&amp;quot;. This is basically just pre-agreement for your overarching goals (oh, but I guess it&amp;#039;s also helpful to turn in all the projects together and get them handled by the same DM)&lt;br /&gt;
** Sometimes when a project dead-ends due to check failure, we can auto-create a meta-project for it like &amp;quot;finish up the siege engines&amp;quot; and then create a second project of random type under that meta project&lt;br /&gt;
** I guess players can create metaprojects and move stuff into and out of them freely, but there&amp;#039;s some separate DM-only line that gets filled in if they want to have the point agreements&lt;br /&gt;
** We can simplify things by saying projects only belong to one person, but projects from multiple people can belong to a single metaproject. Who can redeem the metaproject? Maybe anyone (and rely on GM ruling to keep it sensible - if the junior wizard wants to secretly twist the spell to take it over, they should run their own project to do that, not just do it at resolution time).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
There are, let&amp;#039;s say, 7 resource types (rare woods, mystic jewels, peculiar spices, that kind of thing), scattered around the map such that every country has two or three resource nodes. Nodes produce at some rate (2 units a season, say, or 50% chance of being exhausted each time a unit is mined). You don&amp;#039;t actually have to be on the node to mine it - it&amp;#039;s more like, if you&amp;#039;re in a nearby hex, you have some chance of getting the resource as a reward. Projects tend to require resources. You can trade units of a resource for coins on city tiles. You can transfer resources to other players when you&amp;#039;re on the same hex. You can probably increase the production rate of or create new nodes with projects. New resources can be created as the game goes along - you can imagine in the army of the dead project it might call for ten units of necromantic energy.&lt;br /&gt;
&lt;br /&gt;
Note that resources can be found as loot, traded between players, and so on, so there&amp;#039;s some assumption these are tangible physical goods. Stuff like &amp;quot;this dungeon is half explored&amp;quot; is probably better tracked with a clock instead of resources.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Monuments and factories and small towns and dungeons and stuff are all modelled as features. You can do an action when you&amp;#039;re on a feature - I guess usually this costs an intervention.&lt;br /&gt;
&lt;br /&gt;
==Playtesting==&lt;br /&gt;
So in practice this is too random. There&amp;#039;s a random skill picked to resolve on a test of random difficulty and you move to a random hex. In Interstellar Errands it&amp;#039;s fine for it to be random because it trends up and it&amp;#039;s also a single point of randomness (and then the game isn&amp;#039;t really anything else). This game feels like it has a lot of choices and control but it&amp;#039;s all fake. I think the success numbers may be too low, though part of that may be the setup where all the skills start at 1 but the default difficulty is 2 most places.&lt;br /&gt;
&lt;br /&gt;
Switching things up a bit, I pulled out a base competence stat, and skills just add +1 to it if you have the skill. I playtested with competence = 2, so most of the fights were at 0 advantage, a few were at +1, and a few at -1. The overall success rate seemed acceptable - basically an even split between failure, mixed, and success (no great successes, but whatever). It&amp;#039;s still not very choice-y, though, and it seems like there&amp;#039;s enough system here that there has to be more opportunity for strategy. Presumably it&amp;#039;s like if you&amp;#039;re trained in endurance you should stick to the desert whereas if you&amp;#039;re trained in climb you stick to the mountains because this lets you punch above your weight. But then this doesn&amp;#039;t work with the current system either because you don&amp;#039;t get that many hex-specific encounters when you work your job (looks like 6/20 in this last one), so most of the time it doesn&amp;#039;t actually matter where you&amp;#039;re working your job. I don&amp;#039;t think I can plausibly design separate job decks for different hex types, though, or for other splits like different kinds of raider-ing. Unless it&amp;#039;s re-used across jobs, I guess. We could of course work in the hex base skills to the job encounters, but it seems like this doesn&amp;#039;t quite happen enough to make it worth it. And, I mean, in any case, just getting a +1 to the roll is kind of not very knob-y - people expect to be able to interact a little more. I guess the tools aren&amp;#039;t implemented yet and might help a bit with this.&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
(ie, not playtesting) Could do the thing where you flip up three cards and choose one, then I guess draw to replace it. That doesn&amp;#039;t really make sense in-story but it&amp;#039;s probably fine as a mechanic. Separately, I&amp;#039;m wondering about a thing where rewards are weighted towards influence, wealth, or skill. Does that make sense? In KoL apparently you typically earn X xp in your prime stat and X/2 xp in your secondaries, but the thing is influence and wealth aren&amp;#039;t directly relevant in winning skill checks, so it&amp;#039;s in some sense always a sucker bet to pick those until you&amp;#039;ve sort of maxed out for this job. An alternative is princes of florence style thing where you get X skill xp and Y reward, where you choose at the time whether to take Y as cash or influence. There&amp;#039;s also a bit of tension here between &amp;quot;characters should succeed a lot of the time&amp;quot; and &amp;quot;characters should always be advancing, failing and falling, then advancing to try again&amp;quot; or the general notion of your position being a little unstable.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5492</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5492"/>
		<updated>2020-09-07T04:32:40Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Playtesting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
===Stamina===&lt;br /&gt;
I think we might want to have a loop where the character explores a couple turns, then they camp, and stuff happens when camping as a result (eg, morale changes). It&amp;#039;s also good to have an easily-regenerated resource. So let&amp;#039;s drop the job meter stuff and have stamina. It&amp;#039;s something like, you have six stamina; on a success, you lose one (or zero or one?) stamina and get a reward, on a partial you lose 1d4 stamina and get a reward, on a failure you lose 1d6+difficulty stamina. If you drop to negative stamina, you take a penalty based on how negative you are (not sure whether this then resets stamina, I&amp;#039;m thinking not). If you camp, you reset your stamina, then do a camp encounter. Sometimes rewards might restore your stamina.&lt;br /&gt;
&lt;br /&gt;
===Balance===&lt;br /&gt;
Another way to look at this is the metaphor that the PC is running across a balance beam. If they make it to the other end in time, they can jump to a higher balance beam (ie, advance to a better job). If they fall, they drop to a lower balance beam (worse job or some other penalty). Then when you get rewarded for a skill check, the difficulty (rank of the reward) determines how far you go; the quality of the result determines how your stability changes (great success = move and stability increases; success = move and stability stays the same; poor success = move and stability worsens; fail = no move, stability worsens, and immediately check for a fall). Thus to advance you must participate in high-difficulty challenges or you won&amp;#039;t get enough distance in the time limit, but if you repeatedly do challenges that are too difficult for you, you&amp;#039;re likely to get poor successes, lose stability, and ultimately fall.&lt;br /&gt;
&lt;br /&gt;
How to translate this? Well, we could take stamina from before. Great success restores one stamina, poor success loses one stamina, failure loses two stamina and does a check on stamina. None of this (including the check) necessarily needs to be scaled to the rank, since in theory that&amp;#039;s already taken into account by the success quality. Then how to map distance and the time limit? Well, it seems like you start by having a reputation score, and you get promoted when you hit a certain reputation level. Why does reputation get you promoted but (lack of) stamina gets you demoted? I guess lack of stamina means being injured or captured or whatever. Time limit? Well, you can also model the time limit by lowering your reputation each turn at a certain rate - if you don&amp;#039;t gain at least X/turn you&amp;#039;ll never make it to Y. The difficulty could also be ramped up over time to model the accumulation of enemies and opposition (the king of whoever tires of the kozacks raiding his caravans and sends out the army to drive them off), which would also be a forcing function for up-or-out, but that feels blunter and hard to do gradually (since there&amp;#039;s only a small range of difficulties).&lt;br /&gt;
&lt;br /&gt;
How does, say, gold fit into this? Losing gold could be an alternative to falling to a lower bar, and gaining gold could be an alternative to raising reputation.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
* Two PCs want to explore an ancient ruin to recover some artifact&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;br /&gt;
&lt;br /&gt;
===Project ideas===&lt;br /&gt;
* Let&amp;#039;s say projects have types, as above, and some number of stages. Each stage requires A units of resource 1, B units of resource 2, and C units of resource 3, plus X maturity. When you&amp;#039;ve paid the resource cost for the current stage, it&amp;#039;s unlocked, which means you can make the skill check. If you pass the skill check, once the maturity has counted down to zero, you pass the stage and the next stage is up (or the project is finished).&lt;br /&gt;
** Bonuses for passing the skill check can involve reducing the maturity of the current stage, or reducing the resource costs of the next stage&lt;br /&gt;
** Penalties for failing the skill check can be just not passing (ie, wasting the turn), increasing the resource cost for the current or future stages, increasing the maturity for the current stage (ie, delaying it), or ending the project early (so it&amp;#039;s not worth as many points) and starting a new project of a different type to finish it out&lt;br /&gt;
** There might be two basic kinds of projects, direct and growth - direct projects have, say, 5 stages, while growth have 2-3 stages, but direct project stages have a base maturity of 0 whereas growth project stages have a maturity of 2d4.&lt;br /&gt;
** As a separate axis, projects can be required or optional - required projects put their skill check cards into the job deck directly (on top, I guess), whereas optional projects are someplace else and you choose when to do the check.&lt;br /&gt;
** Projects have some point value when completed, based on number of stages and difficulty&lt;br /&gt;
* There are meta-projects to allow for working on stuff in parallel - the army of the dead metaproject might be &amp;quot;ok, you need 100 points in projects, including a blood sacrifice worth 30+ points, opening a portal to the netherworld for 30+ points, rites and rituals for 30+ points; also a thaumaturgy skill of at least rank 3 and an artifact of control&amp;quot;. This is basically just pre-agreement for your overarching goals (oh, but I guess it&amp;#039;s also helpful to turn in all the projects together and get them handled by the same DM)&lt;br /&gt;
** Sometimes when a project dead-ends due to check failure, we can auto-create a meta-project for it like &amp;quot;finish up the siege engines&amp;quot; and then create a second project of random type under that meta project&lt;br /&gt;
** I guess players can create metaprojects and move stuff into and out of them freely, but there&amp;#039;s some separate DM-only line that gets filled in if they want to have the point agreements&lt;br /&gt;
** We can simplify things by saying projects only belong to one person, but projects from multiple people can belong to a single metaproject. Who can redeem the metaproject? Maybe anyone (and rely on GM ruling to keep it sensible - if the junior wizard wants to secretly twist the spell to take it over, they should run their own project to do that, not just do it at resolution time).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
There are, let&amp;#039;s say, 7 resource types (rare woods, mystic jewels, peculiar spices, that kind of thing), scattered around the map such that every country has two or three resource nodes. Nodes produce at some rate (2 units a season, say, or 50% chance of being exhausted each time a unit is mined). You don&amp;#039;t actually have to be on the node to mine it - it&amp;#039;s more like, if you&amp;#039;re in a nearby hex, you have some chance of getting the resource as a reward. Projects tend to require resources. You can trade units of a resource for coins on city tiles. You can transfer resources to other players when you&amp;#039;re on the same hex. You can probably increase the production rate of or create new nodes with projects. New resources can be created as the game goes along - you can imagine in the army of the dead project it might call for ten units of necromantic energy.&lt;br /&gt;
&lt;br /&gt;
Note that resources can be found as loot, traded between players, and so on, so there&amp;#039;s some assumption these are tangible physical goods. Stuff like &amp;quot;this dungeon is half explored&amp;quot; is probably better tracked with a clock instead of resources.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Monuments and factories and small towns and dungeons and stuff are all modelled as features. You can do an action when you&amp;#039;re on a feature - I guess usually this costs an intervention.&lt;br /&gt;
&lt;br /&gt;
==Playtesting==&lt;br /&gt;
So in practice this is too random. There&amp;#039;s a random skill picked to resolve on a test of random difficulty and you move to a random hex. In Interstellar Errands it&amp;#039;s fine for it to be random because it trends up and it&amp;#039;s also a single point of randomness (and then the game isn&amp;#039;t really anything else). This game feels like it has a lot of choices and control but it&amp;#039;s all fake. I think the success numbers may be too low, though part of that may be the setup where all the skills start at 1 but the default difficulty is 2 most places.&lt;br /&gt;
&lt;br /&gt;
Switching things up a bit, I pulled out a base competence stat, and skills just add +1 to it if you have the skill. I playtested with competence = 2, so most of the fights were at 0 advantage, a few were at +1, and a few at -1. The overall success rate seemed acceptable - basically an even split between failure, mixed, and success (no great successes, but whatever). It&amp;#039;s still not very choice-y, though, and it seems like there&amp;#039;s enough system here that there has to be more opportunity for strategy. Presumably it&amp;#039;s like if you&amp;#039;re trained in endurance you should stick to the desert whereas if you&amp;#039;re trained in climb you stick to the mountains because this lets you punch above your weight. But then this doesn&amp;#039;t work with the current system either because you don&amp;#039;t get that many hex-specific encounters when you work your job (looks like 6/20 in this last one), so most of the time it doesn&amp;#039;t actually matter where you&amp;#039;re working your job. I don&amp;#039;t think I can plausibly design separate job decks for different hex types, though, or for other splits like different kinds of raider-ing. Unless it&amp;#039;s re-used across jobs, I guess. We could of course work in the hex base skills to the job encounters, but it seems like this doesn&amp;#039;t quite happen enough to make it worth it. And, I mean, in any case, just getting a +1 to the roll is kind of not very knob-y - people expect to be able to interact a little more. I guess the tools aren&amp;#039;t implemented yet and might help a bit with this.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5491</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5491"/>
		<updated>2020-09-06T22:10:34Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
===Stamina===&lt;br /&gt;
I think we might want to have a loop where the character explores a couple turns, then they camp, and stuff happens when camping as a result (eg, morale changes). It&amp;#039;s also good to have an easily-regenerated resource. So let&amp;#039;s drop the job meter stuff and have stamina. It&amp;#039;s something like, you have six stamina; on a success, you lose one (or zero or one?) stamina and get a reward, on a partial you lose 1d4 stamina and get a reward, on a failure you lose 1d6+difficulty stamina. If you drop to negative stamina, you take a penalty based on how negative you are (not sure whether this then resets stamina, I&amp;#039;m thinking not). If you camp, you reset your stamina, then do a camp encounter. Sometimes rewards might restore your stamina.&lt;br /&gt;
&lt;br /&gt;
===Balance===&lt;br /&gt;
Another way to look at this is the metaphor that the PC is running across a balance beam. If they make it to the other end in time, they can jump to a higher balance beam (ie, advance to a better job). If they fall, they drop to a lower balance beam (worse job or some other penalty). Then when you get rewarded for a skill check, the difficulty (rank of the reward) determines how far you go; the quality of the result determines how your stability changes (great success = move and stability increases; success = move and stability stays the same; poor success = move and stability worsens; fail = no move, stability worsens, and immediately check for a fall). Thus to advance you must participate in high-difficulty challenges or you won&amp;#039;t get enough distance in the time limit, but if you repeatedly do challenges that are too difficult for you, you&amp;#039;re likely to get poor successes, lose stability, and ultimately fall.&lt;br /&gt;
&lt;br /&gt;
How to translate this? Well, we could take stamina from before. Great success restores one stamina, poor success loses one stamina, failure loses two stamina and does a check on stamina. None of this (including the check) necessarily needs to be scaled to the rank, since in theory that&amp;#039;s already taken into account by the success quality. Then how to map distance and the time limit? Well, it seems like you start by having a reputation score, and you get promoted when you hit a certain reputation level. Why does reputation get you promoted but (lack of) stamina gets you demoted? I guess lack of stamina means being injured or captured or whatever. Time limit? Well, you can also model the time limit by lowering your reputation each turn at a certain rate - if you don&amp;#039;t gain at least X/turn you&amp;#039;ll never make it to Y. The difficulty could also be ramped up over time to model the accumulation of enemies and opposition (the king of whoever tires of the kozacks raiding his caravans and sends out the army to drive them off), which would also be a forcing function for up-or-out, but that feels blunter and hard to do gradually (since there&amp;#039;s only a small range of difficulties).&lt;br /&gt;
&lt;br /&gt;
How does, say, gold fit into this? Losing gold could be an alternative to falling to a lower bar, and gaining gold could be an alternative to raising reputation.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
* Two PCs want to explore an ancient ruin to recover some artifact&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;br /&gt;
&lt;br /&gt;
===Project ideas===&lt;br /&gt;
* Let&amp;#039;s say projects have types, as above, and some number of stages. Each stage requires A units of resource 1, B units of resource 2, and C units of resource 3, plus X maturity. When you&amp;#039;ve paid the resource cost for the current stage, it&amp;#039;s unlocked, which means you can make the skill check. If you pass the skill check, once the maturity has counted down to zero, you pass the stage and the next stage is up (or the project is finished).&lt;br /&gt;
** Bonuses for passing the skill check can involve reducing the maturity of the current stage, or reducing the resource costs of the next stage&lt;br /&gt;
** Penalties for failing the skill check can be just not passing (ie, wasting the turn), increasing the resource cost for the current or future stages, increasing the maturity for the current stage (ie, delaying it), or ending the project early (so it&amp;#039;s not worth as many points) and starting a new project of a different type to finish it out&lt;br /&gt;
** There might be two basic kinds of projects, direct and growth - direct projects have, say, 5 stages, while growth have 2-3 stages, but direct project stages have a base maturity of 0 whereas growth project stages have a maturity of 2d4.&lt;br /&gt;
** As a separate axis, projects can be required or optional - required projects put their skill check cards into the job deck directly (on top, I guess), whereas optional projects are someplace else and you choose when to do the check.&lt;br /&gt;
** Projects have some point value when completed, based on number of stages and difficulty&lt;br /&gt;
* There are meta-projects to allow for working on stuff in parallel - the army of the dead metaproject might be &amp;quot;ok, you need 100 points in projects, including a blood sacrifice worth 30+ points, opening a portal to the netherworld for 30+ points, rites and rituals for 30+ points; also a thaumaturgy skill of at least rank 3 and an artifact of control&amp;quot;. This is basically just pre-agreement for your overarching goals (oh, but I guess it&amp;#039;s also helpful to turn in all the projects together and get them handled by the same DM)&lt;br /&gt;
** Sometimes when a project dead-ends due to check failure, we can auto-create a meta-project for it like &amp;quot;finish up the siege engines&amp;quot; and then create a second project of random type under that meta project&lt;br /&gt;
** I guess players can create metaprojects and move stuff into and out of them freely, but there&amp;#039;s some separate DM-only line that gets filled in if they want to have the point agreements&lt;br /&gt;
** We can simplify things by saying projects only belong to one person, but projects from multiple people can belong to a single metaproject. Who can redeem the metaproject? Maybe anyone (and rely on GM ruling to keep it sensible - if the junior wizard wants to secretly twist the spell to take it over, they should run their own project to do that, not just do it at resolution time).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
There are, let&amp;#039;s say, 7 resource types (rare woods, mystic jewels, peculiar spices, that kind of thing), scattered around the map such that every country has two or three resource nodes. Nodes produce at some rate (2 units a season, say, or 50% chance of being exhausted each time a unit is mined). You don&amp;#039;t actually have to be on the node to mine it - it&amp;#039;s more like, if you&amp;#039;re in a nearby hex, you have some chance of getting the resource as a reward. Projects tend to require resources. You can trade units of a resource for coins on city tiles. You can transfer resources to other players when you&amp;#039;re on the same hex. You can probably increase the production rate of or create new nodes with projects. New resources can be created as the game goes along - you can imagine in the army of the dead project it might call for ten units of necromantic energy.&lt;br /&gt;
&lt;br /&gt;
Note that resources can be found as loot, traded between players, and so on, so there&amp;#039;s some assumption these are tangible physical goods. Stuff like &amp;quot;this dungeon is half explored&amp;quot; is probably better tracked with a clock instead of resources.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Monuments and factories and small towns and dungeons and stuff are all modelled as features. You can do an action when you&amp;#039;re on a feature - I guess usually this costs an intervention.&lt;br /&gt;
&lt;br /&gt;
==Playtesting==&lt;br /&gt;
...&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5490</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5490"/>
		<updated>2020-09-05T05:11:26Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Stamina */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
===Stamina===&lt;br /&gt;
I think we might want to have a loop where the character explores a couple turns, then they camp, and stuff happens when camping as a result (eg, morale changes). It&amp;#039;s also good to have an easily-regenerated resource. So let&amp;#039;s drop the job meter stuff and have stamina. It&amp;#039;s something like, you have six stamina; on a success, you lose one (or zero or one?) stamina and get a reward, on a partial you lose 1d4 stamina and get a reward, on a failure you lose 1d6+difficulty stamina. If you drop to negative stamina, you take a penalty based on how negative you are (not sure whether this then resets stamina, I&amp;#039;m thinking not). If you camp, you reset your stamina, then do a camp encounter. Sometimes rewards might restore your stamina.&lt;br /&gt;
&lt;br /&gt;
===Balance===&lt;br /&gt;
Another way to look at this is the metaphor that the PC is running across a balance beam. If they make it to the other end in time, they can jump to a higher balance beam (ie, advance to a better job). If they fall, they drop to a lower balance beam (worse job or some other penalty). Then when you get rewarded for a skill check, the difficulty (rank of the reward) determines how far you go; the quality of the result determines how your stability changes (great success = move and stability increases; success = move and stability stays the same; poor success = move and stability worsens; fail = no move, stability worsens, and immediately check for a fall). Thus to advance you must participate in high-difficulty challenges or you won&amp;#039;t get enough distance in the time limit, but if you repeatedly do challenges that are too difficult for you, you&amp;#039;re likely to get poor successes, lose stability, and ultimately fall.&lt;br /&gt;
&lt;br /&gt;
How to translate this? Well, we could take stamina from before. Great success restores one stamina, poor success loses one stamina, failure loses two stamina and does a check on stamina. None of this (including the check) necessarily needs to be scaled to the rank, since in theory that&amp;#039;s already taken into account by the success quality. Then how to map distance and the time limit? Well, it seems like you start by having a reputation score, and you get promoted when you hit a certain reputation level. Why does reputation get you promoted but (lack of) stamina gets you demoted? I guess lack of stamina means being injured or captured or whatever. Time limit? Well, you can also model the time limit by lowering your reputation each turn at a certain rate - if you don&amp;#039;t gain at least X/turn you&amp;#039;ll never make it to Y. The difficulty could also be ramped up over time to model the accumulation of enemies and opposition (the king of whoever tires of the kozacks raiding his caravans and sends out the army to drive them off), which would also be a forcing function for up-or-out, but that feels blunter and hard to do gradually (since there&amp;#039;s only a small range of difficulties).&lt;br /&gt;
&lt;br /&gt;
How does, say, gold fit into this? Losing gold could be an alternative to falling to a lower bar, and gaining gold could be an alternative to raising reputation.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
* Two PCs want to explore an ancient ruin to recover some artifact&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;br /&gt;
&lt;br /&gt;
===Project ideas===&lt;br /&gt;
* Let&amp;#039;s say projects have types, as above, and some number of stages. Each stage requires A units of resource 1, B units of resource 2, and C units of resource 3, plus X maturity. When you&amp;#039;ve paid the resource cost for the current stage, it&amp;#039;s unlocked, which means you can make the skill check. If you pass the skill check, once the maturity has counted down to zero, you pass the stage and the next stage is up (or the project is finished).&lt;br /&gt;
** Bonuses for passing the skill check can involve reducing the maturity of the current stage, or reducing the resource costs of the next stage&lt;br /&gt;
** Penalties for failing the skill check can be just not passing (ie, wasting the turn), increasing the resource cost for the current or future stages, increasing the maturity for the current stage (ie, delaying it), or ending the project early (so it&amp;#039;s not worth as many points) and starting a new project of a different type to finish it out&lt;br /&gt;
** There might be two basic kinds of projects, direct and growth - direct projects have, say, 5 stages, while growth have 2-3 stages, but direct project stages have a base maturity of 0 whereas growth project stages have a maturity of 2d4.&lt;br /&gt;
** As a separate axis, projects can be required or optional - required projects put their skill check cards into the job deck directly (on top, I guess), whereas optional projects are someplace else and you choose when to do the check.&lt;br /&gt;
** Projects have some point value when completed, based on number of stages and difficulty&lt;br /&gt;
* There are meta-projects to allow for working on stuff in parallel - the army of the dead metaproject might be &amp;quot;ok, you need 100 points in projects, including a blood sacrifice worth 30+ points, opening a portal to the netherworld for 30+ points, rites and rituals for 30+ points; also a thaumaturgy skill of at least rank 3 and an artifact of control&amp;quot;. This is basically just pre-agreement for your overarching goals (oh, but I guess it&amp;#039;s also helpful to turn in all the projects together and get them handled by the same DM)&lt;br /&gt;
** Sometimes when a project dead-ends due to check failure, we can auto-create a meta-project for it like &amp;quot;finish up the siege engines&amp;quot; and then create a second project of random type under that meta project&lt;br /&gt;
** I guess players can create metaprojects and move stuff into and out of them freely, but there&amp;#039;s some separate DM-only line that gets filled in if they want to have the point agreements&lt;br /&gt;
** We can simplify things by saying projects only belong to one person, but projects from multiple people can belong to a single metaproject. Who can redeem the metaproject? Maybe anyone (and rely on GM ruling to keep it sensible - if the junior wizard wants to secretly twist the spell to take it over, they should run their own project to do that, not just do it at resolution time).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
There are, let&amp;#039;s say, 7 resource types (rare woods, mystic jewels, peculiar spices, that kind of thing), scattered around the map such that every country has two or three resource nodes. Nodes produce at some rate (2 units a season, say, or 50% chance of being exhausted each time a unit is mined). You don&amp;#039;t actually have to be on the node to mine it - it&amp;#039;s more like, if you&amp;#039;re in a nearby hex, you have some chance of getting the resource as a reward. Projects tend to require resources. You can trade units of a resource for coins on city tiles. You can transfer resources to other players when you&amp;#039;re on the same hex. You can probably increase the production rate of or create new nodes with projects. New resources can be created as the game goes along - you can imagine in the army of the dead project it might call for ten units of necromantic energy.&lt;br /&gt;
&lt;br /&gt;
Note that resources can be found as loot, traded between players, and so on, so there&amp;#039;s some assumption these are tangible physical goods. Stuff like &amp;quot;this dungeon is half explored&amp;quot; is probably better tracked with a clock instead of resources.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Monuments and factories and small towns and dungeons and stuff are all modelled as features. You can do an action when you&amp;#039;re on a feature - I guess usually this costs an intervention.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5489</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5489"/>
		<updated>2020-08-25T05:04:43Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
===Stamina===&lt;br /&gt;
I think we might want to have a loop where the character explores a couple turns, then they camp, and stuff happens when camping as a result (eg, morale changes). It&amp;#039;s also good to have an easily-regenerated resource. So let&amp;#039;s drop the job meter stuff and have stamina. It&amp;#039;s something like, you have six stamina; on a success, you lose one (or zero or one?) stamina and get a reward, on a partial you lose 1d4 stamina and get a reward, on a failure you lose 1d6+difficulty stamina. If you drop to negative stamina, you take a penalty based on how negative you are (not sure whether this then resets stamina, I&amp;#039;m thinking not). If you camp, you reset your stamina, then do a camp encounter. Sometimes rewards might restore your stamina.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
* Two PCs want to explore an ancient ruin to recover some artifact&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;br /&gt;
&lt;br /&gt;
===Project ideas===&lt;br /&gt;
* Let&amp;#039;s say projects have types, as above, and some number of stages. Each stage requires A units of resource 1, B units of resource 2, and C units of resource 3, plus X maturity. When you&amp;#039;ve paid the resource cost for the current stage, it&amp;#039;s unlocked, which means you can make the skill check. If you pass the skill check, once the maturity has counted down to zero, you pass the stage and the next stage is up (or the project is finished).&lt;br /&gt;
** Bonuses for passing the skill check can involve reducing the maturity of the current stage, or reducing the resource costs of the next stage&lt;br /&gt;
** Penalties for failing the skill check can be just not passing (ie, wasting the turn), increasing the resource cost for the current or future stages, increasing the maturity for the current stage (ie, delaying it), or ending the project early (so it&amp;#039;s not worth as many points) and starting a new project of a different type to finish it out&lt;br /&gt;
** There might be two basic kinds of projects, direct and growth - direct projects have, say, 5 stages, while growth have 2-3 stages, but direct project stages have a base maturity of 0 whereas growth project stages have a maturity of 2d4.&lt;br /&gt;
** As a separate axis, projects can be required or optional - required projects put their skill check cards into the job deck directly (on top, I guess), whereas optional projects are someplace else and you choose when to do the check.&lt;br /&gt;
** Projects have some point value when completed, based on number of stages and difficulty&lt;br /&gt;
* There are meta-projects to allow for working on stuff in parallel - the army of the dead metaproject might be &amp;quot;ok, you need 100 points in projects, including a blood sacrifice worth 30+ points, opening a portal to the netherworld for 30+ points, rites and rituals for 30+ points; also a thaumaturgy skill of at least rank 3 and an artifact of control&amp;quot;. This is basically just pre-agreement for your overarching goals (oh, but I guess it&amp;#039;s also helpful to turn in all the projects together and get them handled by the same DM)&lt;br /&gt;
** Sometimes when a project dead-ends due to check failure, we can auto-create a meta-project for it like &amp;quot;finish up the siege engines&amp;quot; and then create a second project of random type under that meta project&lt;br /&gt;
** I guess players can create metaprojects and move stuff into and out of them freely, but there&amp;#039;s some separate DM-only line that gets filled in if they want to have the point agreements&lt;br /&gt;
** We can simplify things by saying projects only belong to one person, but projects from multiple people can belong to a single metaproject. Who can redeem the metaproject? Maybe anyone (and rely on GM ruling to keep it sensible - if the junior wizard wants to secretly twist the spell to take it over, they should run their own project to do that, not just do it at resolution time).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
There are, let&amp;#039;s say, 7 resource types (rare woods, mystic jewels, peculiar spices, that kind of thing), scattered around the map such that every country has two or three resource nodes. Nodes produce at some rate (2 units a season, say, or 50% chance of being exhausted each time a unit is mined). You don&amp;#039;t actually have to be on the node to mine it - it&amp;#039;s more like, if you&amp;#039;re in a nearby hex, you have some chance of getting the resource as a reward. Projects tend to require resources. You can trade units of a resource for coins on city tiles. You can transfer resources to other players when you&amp;#039;re on the same hex. You can probably increase the production rate of or create new nodes with projects. New resources can be created as the game goes along - you can imagine in the army of the dead project it might call for ten units of necromantic energy.&lt;br /&gt;
&lt;br /&gt;
Note that resources can be found as loot, traded between players, and so on, so there&amp;#039;s some assumption these are tangible physical goods. Stuff like &amp;quot;this dungeon is half explored&amp;quot; is probably better tracked with a clock instead of resources.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Monuments and factories and small towns and dungeons and stuff are all modelled as features. You can do an action when you&amp;#039;re on a feature - I guess usually this costs an intervention.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5488</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5488"/>
		<updated>2020-08-22T04:07:32Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
* Two PCs want to explore an ancient ruin to recover some artifact&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;br /&gt;
&lt;br /&gt;
===Project ideas===&lt;br /&gt;
* Let&amp;#039;s say projects have types, as above, and some number of stages. Each stage requires A units of resource 1, B units of resource 2, and C units of resource 3, plus X maturity. When you&amp;#039;ve paid the resource cost for the current stage, it&amp;#039;s unlocked, which means you can make the skill check. If you pass the skill check, once the maturity has counted down to zero, you pass the stage and the next stage is up (or the project is finished).&lt;br /&gt;
** Bonuses for passing the skill check can involve reducing the maturity of the current stage, or reducing the resource costs of the next stage&lt;br /&gt;
** Penalties for failing the skill check can be just not passing (ie, wasting the turn), increasing the resource cost for the current or future stages, increasing the maturity for the current stage (ie, delaying it), or ending the project early (so it&amp;#039;s not worth as many points) and starting a new project of a different type to finish it out&lt;br /&gt;
** There might be two basic kinds of projects, direct and growth - direct projects have, say, 5 stages, while growth have 2-3 stages, but direct project stages have a base maturity of 0 whereas growth project stages have a maturity of 2d4.&lt;br /&gt;
** As a separate axis, projects can be required or optional - required projects put their skill check cards into the job deck directly (on top, I guess), whereas optional projects are someplace else and you choose when to do the check.&lt;br /&gt;
** Projects have some point value when completed, based on number of stages and difficulty&lt;br /&gt;
* There are meta-projects to allow for working on stuff in parallel - the army of the dead metaproject might be &amp;quot;ok, you need 100 points in projects, including a blood sacrifice worth 30+ points, opening a portal to the netherworld for 30+ points, rites and rituals for 30+ points; also a thaumaturgy skill of at least rank 3 and an artifact of control&amp;quot;. This is basically just pre-agreement for your overarching goals (oh, but I guess it&amp;#039;s also helpful to turn in all the projects together and get them handled by the same DM)&lt;br /&gt;
** Sometimes when a project dead-ends due to check failure, we can auto-create a meta-project for it like &amp;quot;finish up the siege engines&amp;quot; and then create a second project of random type under that meta project&lt;br /&gt;
** I guess players can create metaprojects and move stuff into and out of them freely, but there&amp;#039;s some separate DM-only line that gets filled in if they want to have the point agreements&lt;br /&gt;
** We can simplify things by saying projects only belong to one person, but projects from multiple people can belong to a single metaproject. Who can redeem the metaproject? Maybe anyone (and rely on GM ruling to keep it sensible - if the junior wizard wants to secretly twist the spell to take it over, they should run their own project to do that, not just do it at resolution time).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
There are, let&amp;#039;s say, 7 resource types (rare woods, mystic jewels, peculiar spices, that kind of thing), scattered around the map such that every country has two or three resource nodes. Nodes produce at some rate (2 units a season, say, or 50% chance of being exhausted each time a unit is mined). You don&amp;#039;t actually have to be on the node to mine it - it&amp;#039;s more like, if you&amp;#039;re in a nearby hex, you have some chance of getting the resource as a reward. Projects tend to require resources. You can trade units of a resource for coins on city tiles. You can transfer resources to other players when you&amp;#039;re on the same hex. You can probably increase the production rate of or create new nodes with projects. New resources can be created as the game goes along - you can imagine in the army of the dead project it might call for ten units of necromantic energy.&lt;br /&gt;
&lt;br /&gt;
Note that resources can be found as loot, traded between players, and so on, so there&amp;#039;s some assumption these are tangible physical goods. Stuff like &amp;quot;this dungeon is half explored&amp;quot; is probably better tracked with a clock instead of resources.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Monuments and factories and small towns and dungeons and stuff are all modelled as features. You can do an action when you&amp;#039;re on a feature - I guess usually this costs an intervention.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5487</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5487"/>
		<updated>2020-08-22T02:21:03Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
* Two PCs want to explore an ancient ruin to recover some artifact&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;br /&gt;
&lt;br /&gt;
===Project ideas===&lt;br /&gt;
* Let&amp;#039;s say projects have types, as above, and some number of stages. Each stage requires A units of resource 1, B units of resource 2, and C units of resource 3, plus X maturity. When you&amp;#039;ve paid the resource cost for the current stage, it&amp;#039;s unlocked, which means you can make the skill check. If you pass the skill check, once the maturity has counted down to zero, you pass the stage and the next stage is up (or the project is finished).&lt;br /&gt;
** Bonuses for passing the skill check can involve reducing the maturity of the current stage, or reducing the resource costs of the next stage&lt;br /&gt;
** Penalties for failing the skill check can be just not passing (ie, wasting the turn), increasing the resource cost for the current or future stages, increasing the maturity for the current stage (ie, delaying it), or ending the project early (so it&amp;#039;s not worth as many points) and starting a new project of a different type to finish it out&lt;br /&gt;
** There might be two basic kinds of projects, direct and growth - direct projects have, say, 5 stages, while growth have 2-3 stages, but direct project stages have a base maturity of 0 whereas growth project stages have a maturity of 2d4.&lt;br /&gt;
** As a separate axis, projects can be required or optional - required projects put their skill check cards into the job deck directly (on top, I guess), whereas optional projects are someplace else and you choose when to do the check.&lt;br /&gt;
** Projects have some point value when completed, based on number of stages and difficulty&lt;br /&gt;
* There are meta-projects to allow for working on stuff in parallel - the army of the dead metaproject might be &amp;quot;ok, you need 100 points in projects, including a blood sacrifice worth 30+ points, opening a portal to the netherworld for 30+ points, rites and rituals for 30+ points; also a thaumaturgy skill of at least rank 3 and an artifact of control&amp;quot;. This is basically just pre-agreement for your overarching goals (oh, but I guess it&amp;#039;s also helpful to turn in all the projects together and get them handled by the same DM)&lt;br /&gt;
** Sometimes when a project dead-ends due to check failure, we can auto-create a meta-project for it like &amp;quot;finish up the siege engines&amp;quot; and then create a second project of random type under that meta project&lt;br /&gt;
** I guess players can create metaprojects and move stuff into and out of them freely, but there&amp;#039;s some separate DM-only line that gets filled in if they want to have the point agreements&lt;br /&gt;
** We can simplify things by saying projects only belong to one person, but projects from multiple people can belong to a single metaproject. Who can redeem the metaproject? Maybe anyone (and rely on GM ruling to keep it sensible - if the junior wizard wants to secretly twist the spell to take it over, they should run their own project to do that, not just do it at resolution time).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
There are, let&amp;#039;s say, 7 resource types (rare woods, mystic jewels, peculiar spices, that kind of thing), scattered around the map such that every country has two or three resource nodes. Nodes produce at some rate (2 units a season, say, or 50% chance of being exhausted each time a unit is mined). You don&amp;#039;t actually have to be on the node to mine it - it&amp;#039;s more like, if you&amp;#039;re in a nearby hex, you have some chance of getting the resource as a reward. Projects tend to require resources. You can trade units of a resource for coins on city tiles. You can transfer resources to other players when you&amp;#039;re on the same hex. You can probably increase the production rate of or create new nodes with projects.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Monuments and factories and small towns and dungeons and stuff are all modelled as features. You can do an action when you&amp;#039;re on a feature - I guess usually this costs an intervention.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5486</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5486"/>
		<updated>2020-08-03T05:39:20Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Project ideas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
* Two PCs want to explore an ancient ruin to recover some artifact&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;br /&gt;
&lt;br /&gt;
===Project ideas===&lt;br /&gt;
* Let&amp;#039;s say projects have types, as above, and some number of stages. Each stage requires A units of resource 1, B units of resource 2, and C units of resource 3, plus X maturity. When you&amp;#039;ve paid the resource cost for the current stage, it&amp;#039;s unlocked, which means you can make the skill check. If you pass the skill check, once the maturity has counted down to zero, you pass the stage and the next stage is up (or the project is finished).&lt;br /&gt;
** Bonuses for passing the skill check can involve reducing the maturity of the current stage, or reducing the resource costs of the next stage&lt;br /&gt;
** Penalties for failing the skill check can be just not passing (ie, wasting the turn), increasing the resource cost for the current or future stages, increasing the maturity for the current stage (ie, delaying it), or ending the project early (so it&amp;#039;s not worth as many points) and starting a new project of a different type to finish it out&lt;br /&gt;
** There might be two basic kinds of projects, direct and growth - direct projects have, say, 5 stages, while growth have 2-3 stages, but direct project stages have a base maturity of 0 whereas growth project stages have a maturity of 2d4.&lt;br /&gt;
** As a separate axis, projects can be required or optional - required projects put their skill check cards into the job deck directly (on top, I guess), whereas optional projects are someplace else and you choose when to do the check.&lt;br /&gt;
** Projects have some point value when completed, based on number of stages and difficulty&lt;br /&gt;
* There are meta-projects to allow for working on stuff in parallel - the army of the dead metaproject might be &amp;quot;ok, you need 100 points in projects, including a blood sacrifice worth 30+ points, opening a portal to the netherworld for 30+ points, rites and rituals for 30+ points; also a thaumaturgy skill of at least rank 3 and an artifact of control&amp;quot;. This is basically just pre-agreement for your overarching goals (oh, but I guess it&amp;#039;s also helpful to turn in all the projects together and get them handled by the same DM)&lt;br /&gt;
** Sometimes when a project dead-ends due to check failure, we can auto-create a meta-project for it like &amp;quot;finish up the siege engines&amp;quot; and then create a second project of random type under that meta project&lt;br /&gt;
** I guess players can create metaprojects and move stuff into and out of them freely, but there&amp;#039;s some separate DM-only line that gets filled in if they want to have the point agreements&lt;br /&gt;
** We can simplify things by saying projects only belong to one person, but projects from multiple people can belong to a single metaproject. Who can redeem the metaproject? Maybe anyone (and rely on GM ruling to keep it sensible - if the junior wizard wants to secretly twist the spell to take it over, they should run their own project to do that, not just do it at resolution time).&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5485</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5485"/>
		<updated>2020-08-03T05:35:59Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Advanced Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
* Two PCs want to explore an ancient ruin to recover some artifact&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;br /&gt;
&lt;br /&gt;
===Project ideas===&lt;br /&gt;
* Let&amp;#039;s say projects have types, as above, and some number of stages. Each stage requires A units of resource 1, B units of resource 2, and C units of resource 3, plus X maturity. When you&amp;#039;ve paid the resource cost for the current stage, it&amp;#039;s unlocked, which means you can make the skill check. If you pass the skill check, once the maturity has counted down to zero, you pass the stage and the next stage is up (or the project is finished).&lt;br /&gt;
** Bonuses for passing the skill check can involve reducing the maturity of the current stage, or reducing the resource costs of the next stage&lt;br /&gt;
** Penalties for failing the skill check can be just not passing (ie, wasting the turn), increasing the resource cost for the current or future stages, increasing the maturity for the current stage (ie, delaying it), or ending the project early (so it&amp;#039;s not worth as many points) and starting a new project of a different type to finish it out&lt;br /&gt;
** There might be two basic kinds of projects, direct and growth - direct projects have, say, 5 stages, while growth have 2-3 stages, but direct project stages have a base maturity of 0 whereas growth project stages have a maturity of 2d4.&lt;br /&gt;
** As a separate axis, projects can be required or optional - required projects put their skill check cards into the job deck directly (on top, I guess), whereas optional projects are someplace else and you choose when to do the check.&lt;br /&gt;
** Projects have some point value when completed, based on number of stages and difficulty&lt;br /&gt;
* There are meta-projects to allow for working on stuff in parallel - the army of the dead metaproject might be &amp;quot;ok, you need 100 points in projects, a blood sacrifice worth 30+ points, opening a portal to the netherworld for 30+ points, rites and rituals for 30+ points, a thaumaturgy skill of at least rank 3, and an artifact of control&amp;quot;. This is basically just pre-agreement for your overarching goals (oh, but I guess it&amp;#039;s also helpful to turn in all the projects together and get them handled by the same DM)&lt;br /&gt;
** Sometimes when a project dead-ends due to check failure, we can auto-create a meta-project for it like &amp;quot;finish up the siege engines&amp;quot; and then create a second project of random type under that meta project&lt;br /&gt;
** I guess players can create metaprojects and move stuff into and out of them freely, but there&amp;#039;s some separate DM-only line that gets filled in if they want to have the point agreements&lt;br /&gt;
** We can simplify things by saying projects only belong to one person, but projects from multiple people can belong to a single metaproject. Who can redeem the metaproject? Maybe anyone (and rely on GM ruling to keep it sensible).&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5484</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5484"/>
		<updated>2020-08-03T05:35:07Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Advanced Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals. Examples:&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
* Two PCs want to explore an ancient ruin to recover some artifact&lt;br /&gt;
&lt;br /&gt;
Observations:&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;br /&gt;
&lt;br /&gt;
Project ideas:&lt;br /&gt;
* Let&amp;#039;s say projects have types, as above, and some number of stages. Each stage requires A units of resource 1, B units of resource 2, and C units of resource 3, plus X maturity. When you&amp;#039;ve paid the resource cost for the current stage, it&amp;#039;s unlocked, which means you can make the skill check. If you pass the skill check, once the maturity has counted down to zero, you pass the stage and the next stage is up (or the project is finished).&lt;br /&gt;
** Bonuses for passing the skill check can involve reducing the maturity of the current stage, or reducing the resource costs of the next stage&lt;br /&gt;
** Penalties for failing the skill check can be just not passing (ie, wasting the turn), increasing the resource cost for the current or future stages, increasing the maturity for the current stage (ie, delaying it), or ending the project early (so it&amp;#039;s not worth as many points) and starting a new project of a different type to finish it out&lt;br /&gt;
** There might be two basic kinds of projects, direct and growth - direct projects have, say, 5 stages, while growth have 2-3 stages, but direct project stages have a base maturity of 0 whereas growth project stages have a maturity of 2d4.&lt;br /&gt;
** As a separate axis, projects can be required or optional - required projects put their skill check cards into the job deck directly (on top, I guess), whereas optional projects are someplace else and you choose when to do the check.&lt;br /&gt;
** Projects have some point value when completed, based on number of stages and difficulty&lt;br /&gt;
* There are meta-projects to allow for working on stuff in parallel - the army of the dead metaproject might be &amp;quot;ok, you need 100 points in projects, a blood sacrifice worth 30+ points, opening a portal to the netherworld for 30+ points, rites and rituals for 30+ points, a thaumaturgy skill of at least rank 3, and an artifact of control&amp;quot;. This is basically just pre-agreement for your overarching goals (oh, but I guess it&amp;#039;s also helpful to turn in all the projects together and get them handled by the same DM)&lt;br /&gt;
** Sometimes when a project dead-ends due to check failure, we can auto-create a meta-project for it like &amp;quot;finish up the siege engines&amp;quot; and then create a second project of random type under that meta project&lt;br /&gt;
** I guess players can create metaprojects and move stuff into and out of them freely, but there&amp;#039;s some separate DM-only line that gets filled in if they want to have the point agreements&lt;br /&gt;
** We can simplify things by saying projects only belong to one person, but projects from multiple people can belong to a single metaproject. Who can redeem the metaproject? Maybe anyone (and rely on GM ruling to keep it sensible).&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5483</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5483"/>
		<updated>2020-08-03T03:34:48Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Advanced Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals. Examples:&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
&lt;br /&gt;
Observations:&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;br /&gt;
&lt;br /&gt;
Project ideas:&lt;br /&gt;
* Let&amp;#039;s say projects have types, as above, and some number of stages. Each stage requires A units of resource 1, B units of resource 2, and C units of resource 3, plus X maturity. When you&amp;#039;ve paid the resource cost for the current stage, it&amp;#039;s unlocked, which means you can make the skill check. If you pass the skill check, once the maturity has counted down to zero, you pass the stage and the next stage is up (or the project is finished).&lt;br /&gt;
** Bonuses for passing the skill check can involve reducing the maturity of the current stage, or reducing the resource costs of the next stage&lt;br /&gt;
** Penalties for failing the skill check can be just not passing (ie, wasting the turn), increasing the resource cost for the current or future stages, increasing the maturity for the current stage (ie, delaying it), or ending the project early (so it&amp;#039;s not worth as many points) and starting a new project of a different type to finish it out&lt;br /&gt;
** There might be two basic kinds of projects, active and passive - active projects have, say, 5 stages, while passive have 2-3 stages, but active stages have a maturity of 0 whereas passive have a maturity of 2d4&lt;br /&gt;
** Projects have some point value when completed, based on number of stages and difficulty&lt;br /&gt;
* There are meta-projects to allow for working on stuff in parallel - the army of the dead metaproject might be &amp;quot;ok, you need 100 points in projects, a blood sacrifice worth 30+ points, opening a portal to the netherworld for 30+ points, rites and rituals for 30+ points, oh, and an artifact of control&amp;quot;. This is basically just pre-agreement for your overarching goals (oh, but I guess it&amp;#039;s also helpful to turn in all the projects together and get them handled by the same DM)&lt;br /&gt;
** Sometimes when a project dead-ends due to check failure, we can auto-create a meta-project for it like &amp;quot;finish up the siege engines&amp;quot; and then create a second project of random type under that meta project&lt;br /&gt;
** I guess players can create metaprojects and move stuff into and out of them freely, but there&amp;#039;s some separate DM-only line that gets filled in if they want to have the point agreements&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5482</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5482"/>
		<updated>2020-08-02T22:13:41Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advanced Stuff==&lt;br /&gt;
Ok, so this is all well and good for the &amp;quot;default&amp;quot; stuff PCs do (ie, exploring around and working for leadership roles in their job). But this game also needs to have a functional system for other kinds of actions and other goals. Examples:&lt;br /&gt;
* Wizard wants to create an army of the dead to conquer some city&lt;br /&gt;
* Raider wants to break somebody else out of jail (either a PC or an NPC)&lt;br /&gt;
* An invading army is threatening these countries and PCs want to convince various countries to rally together against them&lt;br /&gt;
&lt;br /&gt;
Observations:&lt;br /&gt;
* Some of these trips are going to require moving a fair distance - is movement priced appropriately if people potentially want to move around a lot? (A season is 3 months = 12 weeks, so each turn could be 2-3 days, although we&amp;#039;re pretty loose about it)&lt;br /&gt;
* Probably needs to be some notion of resources which various people are accumulating and trading around or whatever&lt;br /&gt;
* It&amp;#039;s probably ok in this system to say there are some things you need a group (or even a large group) to accomplish, end of story (like the wizard needs some junior wizards to help manage their skeletal army)&lt;br /&gt;
* Similarly another way to gate the wizard is to say they have to have specific skills learned to certain levels, which might lead them to, I dunno, get a job that has mesmerism as a core skill - fictionally they might need to learn certain specific rites or whatever from a cult, which you could model as accumulating some resource and/or learning the skill&lt;br /&gt;
* Relative resolution is tricky - if the raiders want to break out the prisoner, 1) you have to be able to take multiple turns without doing GM intervention on each (it seems like the beginning and end of the sequence is when you&amp;#039;d do that) 2) there ideally would be some way to coordinate the work of the person in the jail breaking out (if they&amp;#039;re a PC) and the person breaking in (you can do the latter by managing some shared resource/project they&amp;#039;re both contributing to, perhaps)&lt;br /&gt;
* I keep wavering on whether projects go on in the background or need to be actively worked on - it might have to be a combo, since there are some things like &amp;quot;let&amp;#039;s build a siege engine&amp;quot; where it just takes time (but also regular input of materials and direction), and other things like &amp;quot;let&amp;#039;s do the raid&amp;quot; where you can&amp;#039;t really do other things while this is happening&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5481</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5481"/>
		<updated>2020-06-20T03:56:44Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* There are a couple decks - for your job, for the current hex, for projects you&amp;#039;re working on, etc&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5480</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5480"/>
		<updated>2020-06-20T03:55:18Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
===Rewards===&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5479</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5479"/>
		<updated>2020-06-20T03:54:39Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
Rewards:&lt;br /&gt;
* skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill group, or totally free)&lt;br /&gt;
* project xp: advance within the current project stage&lt;br /&gt;
* project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
* money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
* job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
* job meter increase: increase the max in a meter&lt;br /&gt;
* job tool: tool you can use in your current job&lt;br /&gt;
* travel points (if you&amp;#039;re traveling)&lt;br /&gt;
* artifact&lt;br /&gt;
* royalty&lt;br /&gt;
* leaders only:&lt;br /&gt;
** +morale&lt;br /&gt;
** +people&lt;br /&gt;
** +training&lt;br /&gt;
* a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
* a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
&lt;br /&gt;
Penalties:&lt;br /&gt;
* Opposite of any of those rewards&lt;br /&gt;
* Incur a debt&lt;br /&gt;
* Forced job switch&lt;br /&gt;
* Forced movement&lt;br /&gt;
* Death&lt;br /&gt;
** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5478</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5478"/>
		<updated>2020-06-20T03:53:12Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5477</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5477"/>
		<updated>2020-06-15T00:54:06Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Turns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* Rewards:&lt;br /&gt;
** skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill, or totally free)&lt;br /&gt;
** project xp: advance within the current project stage&lt;br /&gt;
** project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
** money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
** job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
** job meter increase: increase the max in a meter&lt;br /&gt;
** job tool: tool you can use in your current job&lt;br /&gt;
** travel points (if you&amp;#039;re traveling)&lt;br /&gt;
** artifact&lt;br /&gt;
** royalty&lt;br /&gt;
** leaders only:&lt;br /&gt;
*** +morale&lt;br /&gt;
*** +people&lt;br /&gt;
*** +training&lt;br /&gt;
** a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
** a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
* Penalties:&lt;br /&gt;
** Opposite of any of those rewards&lt;br /&gt;
** Incur a debt&lt;br /&gt;
** Forced job switch&lt;br /&gt;
** Forced movement&lt;br /&gt;
** Death&lt;br /&gt;
*** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources; some challenges with morale rewards/penalties&lt;br /&gt;
&lt;br /&gt;
===Crossing the Border===&lt;br /&gt;
In most cases, jobs can only be worked in their home country. When a character crosses the border into another country, their job deck is disabled. When you select the camp action and your job deck is disabled, CAMP cards are treated as LIFEPATH cards (which should allow for a faster switch to a local job).&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5476</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5476"/>
		<updated>2020-06-14T16:58:36Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Turns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* Rewards:&lt;br /&gt;
** skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill, or totally free)&lt;br /&gt;
** project xp: advance within the current project stage&lt;br /&gt;
** project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
** money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
** job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
** job meter increase: increase the max in a meter&lt;br /&gt;
** job tool: tool you can use in your current job&lt;br /&gt;
** travel points (if you&amp;#039;re traveling)&lt;br /&gt;
** artifact&lt;br /&gt;
** royalty&lt;br /&gt;
** leaders only:&lt;br /&gt;
*** +morale&lt;br /&gt;
*** +people&lt;br /&gt;
*** +training&lt;br /&gt;
** a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
** a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
* Penalties:&lt;br /&gt;
** Opposite of any of those rewards&lt;br /&gt;
** Incur a debt&lt;br /&gt;
** Forced job switch&lt;br /&gt;
** Forced movement&lt;br /&gt;
** Death&lt;br /&gt;
*** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
** Cards in the metadeck have an base speed on them (1-6, evenly distributed), the card you draw modifies that speed, then at the end you compare the speed to the cost of the hex type and if it&amp;#039;s equal/higher you can keep going (I guess you can keep going until your speed is below the hex cost)&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs, challenges weighted to morale, or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5475</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5475"/>
		<updated>2020-06-14T16:52:22Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Turns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* Rewards:&lt;br /&gt;
** skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill, or totally free)&lt;br /&gt;
** project xp: advance within the current project stage&lt;br /&gt;
** project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
** money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
** job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
** job meter increase: increase the max in a meter&lt;br /&gt;
** job tool: tool you can use in your current job&lt;br /&gt;
** travel points (if you&amp;#039;re traveling)&lt;br /&gt;
** artifact&lt;br /&gt;
** royalty&lt;br /&gt;
** leaders only:&lt;br /&gt;
*** +morale&lt;br /&gt;
*** +people&lt;br /&gt;
*** +training&lt;br /&gt;
** a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
** a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
* Penalties:&lt;br /&gt;
** Opposite of any of those rewards&lt;br /&gt;
** Incur a debt&lt;br /&gt;
** Forced job switch&lt;br /&gt;
** Forced movement&lt;br /&gt;
** Death&lt;br /&gt;
*** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card (based on the hex you&amp;#039;re traveling to), then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs, challenges weighted to morale, or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5474</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5474"/>
		<updated>2020-06-14T16:51:14Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* World Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* Rewards:&lt;br /&gt;
** skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill, or totally free)&lt;br /&gt;
** project xp: advance within the current project stage&lt;br /&gt;
** project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
** money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
** job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
** job meter increase: increase the max in a meter&lt;br /&gt;
** job tool: tool you can use in your current job&lt;br /&gt;
** travel points (if you&amp;#039;re traveling)&lt;br /&gt;
** artifact&lt;br /&gt;
** royalty&lt;br /&gt;
** leaders only:&lt;br /&gt;
*** +morale&lt;br /&gt;
*** +people&lt;br /&gt;
*** +training&lt;br /&gt;
** a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
** a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
* Penalties:&lt;br /&gt;
** Opposite of any of those rewards&lt;br /&gt;
** Incur a debt&lt;br /&gt;
** Forced job switch&lt;br /&gt;
** Forced movement&lt;br /&gt;
** Death&lt;br /&gt;
*** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card, then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs, challenges weighted to morale, or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so). Note that the system assumes jobs can be worked anywhere within the country, so countries should have roughly continuous terrain - if there&amp;#039;s an area that&amp;#039;s deserts next to forests, it&amp;#039;s better to make that two countries.&lt;br /&gt;
* Name each country (and decide on the adjective for things from that country), set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country.&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5473</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5473"/>
		<updated>2020-06-14T05:09:06Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Turns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* Rewards:&lt;br /&gt;
** skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill, or totally free)&lt;br /&gt;
** project xp: advance within the current project stage&lt;br /&gt;
** project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
** money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
** job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
** job meter increase: increase the max in a meter&lt;br /&gt;
** job tool: tool you can use in your current job&lt;br /&gt;
** travel points (if you&amp;#039;re traveling)&lt;br /&gt;
** artifact&lt;br /&gt;
** royalty&lt;br /&gt;
** leaders only:&lt;br /&gt;
*** +morale&lt;br /&gt;
*** +people&lt;br /&gt;
*** +training&lt;br /&gt;
** a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
** a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
* Penalties:&lt;br /&gt;
** Opposite of any of those rewards&lt;br /&gt;
** Incur a debt&lt;br /&gt;
** Forced job switch&lt;br /&gt;
** Forced movement&lt;br /&gt;
** Death&lt;br /&gt;
*** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Job, Project, Travel, Camp. Each of those actions has an associated metadeck that you draw from and tells you what actual deck to draw. All decks in the game, meta and otherwise, start out empty; when you try to draw from an empty deck, you shuffle the discard pile and make that the deck, then discard 2 cards.&lt;br /&gt;
* Job metadeck: JOB x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Project metadeck: PROJECT x16, HEX x4, LIFEPATH x4&lt;br /&gt;
* Travel metadeck: TRAVEL x12, HEX x8, LIFEPATH x4&lt;br /&gt;
** When you pick the travel action, you select a hex, then you do the card, then it&amp;#039;s determined whether you end up in the hex you wanted or not&lt;br /&gt;
* Camp metadeck: CAMP x12, HEX x4, LIFEPATH x8 &lt;br /&gt;
&lt;br /&gt;
For the actual decks:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are challenges, choices, and inevitable things about one of your current projects&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs, challenges weighted to morale, or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges, choices, and inevitable things about traveling&lt;br /&gt;
* Camp cards are things set at camp, mostly not challenges; chances to train, swap resources, get resources&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so)&lt;br /&gt;
* Name each country, set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5472</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5472"/>
		<updated>2020-06-14T04:46:38Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* Rewards:&lt;br /&gt;
** skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill, or totally free)&lt;br /&gt;
** project xp: advance within the current project stage&lt;br /&gt;
** project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
** money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
** job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
** job meter increase: increase the max in a meter&lt;br /&gt;
** job tool: tool you can use in your current job&lt;br /&gt;
** travel points (if you&amp;#039;re traveling)&lt;br /&gt;
** artifact&lt;br /&gt;
** royalty&lt;br /&gt;
** leaders only:&lt;br /&gt;
*** +morale&lt;br /&gt;
*** +people&lt;br /&gt;
*** +training&lt;br /&gt;
** a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
** a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
* Penalties:&lt;br /&gt;
** Opposite of any of those rewards&lt;br /&gt;
** Incur a debt&lt;br /&gt;
** Forced job switch&lt;br /&gt;
** Forced movement&lt;br /&gt;
** Death&lt;br /&gt;
*** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Main, Project, Travel, Camp&lt;br /&gt;
* Main deck includes job cards, hex cards, project cards, lifepath cards&lt;br /&gt;
* Project deck includes project cards, hex cards, lifepath cards&lt;br /&gt;
* Travel deck includes travel cards, hex cards, trade cards, lifepath cards&lt;br /&gt;
* Camp deck includes camp cards, trade cards, lifepath cards&lt;br /&gt;
&lt;br /&gt;
Of those cards:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are advancement in, issues arising in, or changes in one of your current projects. Some are simple challenges and some are just this thing happens (and some are &amp;quot;this is a choice, do you want it?&amp;quot;); rewards are oriented towards project xp but sometimes other stuff&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs, challenges weighted to morale, or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges about traveling, with rewards weighted to travel points. Some are this thing happens and some are choices.&lt;br /&gt;
* Trade cards are opportunities to exchange resources and design new encounters&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
* Difficulty for project challenges depends on the phase (?)&lt;br /&gt;
* The default skill for a job challenge is picked randomly from the skills for the job (weighted x6), the skills on the card (weighted x6, weights added if also a job skill), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a hex challenge is picked randomly from the skills for the hex type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
* The default skill for a project challenge is picked randomly from the skills for the project type (weighted x6), the skills on the card (weighted x6), all other skills (weighted x1)&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so)&lt;br /&gt;
* Name each country, set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5471</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5471"/>
		<updated>2020-06-08T04:29:15Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* Rewards:&lt;br /&gt;
** skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill, or totally free)&lt;br /&gt;
** project xp: advance within the current project stage&lt;br /&gt;
** project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
** money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
** job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
** job meter increase: increase the max in a meter&lt;br /&gt;
** job tool: tool you can use in your current job&lt;br /&gt;
** travel points (if you&amp;#039;re traveling)&lt;br /&gt;
** artifact&lt;br /&gt;
** royalty&lt;br /&gt;
** leaders only:&lt;br /&gt;
*** +morale&lt;br /&gt;
*** +people&lt;br /&gt;
*** +training&lt;br /&gt;
** a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
** a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
* Penalties:&lt;br /&gt;
** Opposite of any of those rewards&lt;br /&gt;
** Incur a debt&lt;br /&gt;
** Forced job switch&lt;br /&gt;
** Forced movement&lt;br /&gt;
** Death&lt;br /&gt;
*** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Main, Project, Travel, Camp&lt;br /&gt;
* Main deck includes job cards, hex cards, project cards, lifepath cards&lt;br /&gt;
* Project deck includes project cards, hex cards, lifepath cards&lt;br /&gt;
* Travel deck includes travel cards, hex cards, trade cards, lifepath cards&lt;br /&gt;
* Camp deck includes camp cards, trade cards, lifepath cards&lt;br /&gt;
&lt;br /&gt;
Of those cards:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are advancement in, issues arising in, or changes in one of your current projects. Some are simple challenges and some are just this thing happens (and some are &amp;quot;this is a choice, do you want it?&amp;quot;); rewards are oriented towards project xp but sometimes other stuff&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs, challenges weighted to morale, or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges about traveling, with rewards weighted to travel points. Some are this thing happens and some are choices.&lt;br /&gt;
* Trade cards are opportunities to exchange resources and design new encounters&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so)&lt;br /&gt;
* Name each country, set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Punishment Jobs&lt;br /&gt;
** Beggar&lt;br /&gt;
** Servant&lt;br /&gt;
** Slave&lt;br /&gt;
** Adrift/Lost/Marooned&lt;br /&gt;
** Scavenger&lt;br /&gt;
** Peasant&lt;br /&gt;
* Pirate -&amp;amp;gt; Pirate Captain&lt;br /&gt;
* Thief -&amp;amp;gt; Guildmaster&lt;br /&gt;
* Sailor -&amp;amp;gt; Merchant Captain&lt;br /&gt;
* Merchant&lt;br /&gt;
* Soldier -&amp;amp;gt; Captain&lt;br /&gt;
* Mercenary -&amp;amp;gt; Condottiero&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian -&amp;amp;gt; Warlord&lt;br /&gt;
* Forest Bandit -&amp;amp;gt; Bandit Chief&lt;br /&gt;
* Nomad/Desert Raider -&amp;amp;gt; Desert Chieftain&lt;br /&gt;
* Spy&lt;br /&gt;
* Guard -&amp;amp;gt; Guard Captain&lt;br /&gt;
* Druid&lt;br /&gt;
* Wizard/Alchemist&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Cultist -&amp;amp;gt; Cult Leader&lt;br /&gt;
* &amp;lt;s&amp;gt;Explorer&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Assassin&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Tomb Raider&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bounty Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monster Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Scout&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cutpurse&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Burglar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gigolo/Companion&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Guide&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bard&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Messenger&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Con Artist&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pickpocket&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Hunter&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Witch&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Priest&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5470</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5470"/>
		<updated>2020-06-08T04:12:47Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* Rewards:&lt;br /&gt;
** skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill, or totally free)&lt;br /&gt;
** project xp: advance within the current project stage&lt;br /&gt;
** project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
** money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
** job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
** job meter increase: increase the max in a meter&lt;br /&gt;
** job tool: tool you can use in your current job&lt;br /&gt;
** travel points (if you&amp;#039;re traveling)&lt;br /&gt;
** artifact&lt;br /&gt;
** royalty&lt;br /&gt;
** leaders only:&lt;br /&gt;
*** +morale&lt;br /&gt;
*** +people&lt;br /&gt;
*** +training&lt;br /&gt;
** a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
** a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
* Penalties:&lt;br /&gt;
** Opposite of any of those rewards&lt;br /&gt;
** Incur a debt&lt;br /&gt;
** Forced job switch&lt;br /&gt;
** Forced movement&lt;br /&gt;
** Death&lt;br /&gt;
*** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Main, Project, Travel, Camp&lt;br /&gt;
* Main deck includes job cards, hex cards, project cards, lifepath cards&lt;br /&gt;
* Project deck includes project cards, hex cards, lifepath cards&lt;br /&gt;
* Travel deck includes travel cards, hex cards, trade cards, lifepath cards&lt;br /&gt;
* Camp deck includes camp cards, trade cards, lifepath cards&lt;br /&gt;
&lt;br /&gt;
Of those cards:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are advancement in, issues arising in, or changes in one of your current projects. Some are simple challenges and some are just this thing happens (and some are &amp;quot;this is a choice, do you want it?&amp;quot;); rewards are oriented towards project xp but sometimes other stuff&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs, challenges weighted to morale, or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges about traveling, with rewards weighted to travel points. Some are this thing happens and some are choices.&lt;br /&gt;
* Trade cards are opportunities to exchange resources and design new encounters&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so)&lt;br /&gt;
* Name each country, set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;br /&gt;
* Overall, we should end up with most countries are medium difficulty with 2-3 cities and 2-3 landmarks, with maybe one easy difficulty, one hard, and one very hard country, and probably 6-10 jobs per country&lt;br /&gt;
&lt;br /&gt;
==Jobs==&lt;br /&gt;
* Pirate&lt;br /&gt;
* Thief&lt;br /&gt;
* Soldier&lt;br /&gt;
* Mercenary&lt;br /&gt;
* Noble&lt;br /&gt;
* Barbarian&lt;br /&gt;
* Bodyguard&lt;br /&gt;
* Gladiator&lt;br /&gt;
* Nomad&lt;br /&gt;
* Spy&lt;br /&gt;
* Forest Bandit&lt;br /&gt;
* Desert Raider&lt;br /&gt;
* Guard&lt;br /&gt;
* Merchant&lt;br /&gt;
* Explorer&lt;br /&gt;
* Assassin&lt;br /&gt;
* Tomb Raider&lt;br /&gt;
* Bounty Hunter&lt;br /&gt;
* Monster Hunter&lt;br /&gt;
* Druid&lt;br /&gt;
* Tribal&lt;br /&gt;
* Wizard&lt;br /&gt;
* Scout&lt;br /&gt;
* Shaman&lt;br /&gt;
* Alchemist&lt;br /&gt;
* Cutpurse&lt;br /&gt;
* Burglar&lt;br /&gt;
* Sailor&lt;br /&gt;
* Gigolo/Companion&lt;br /&gt;
* Smuggler&lt;br /&gt;
* Ranger&lt;br /&gt;
* Beggar&lt;br /&gt;
* Servant&lt;br /&gt;
* Slave&lt;br /&gt;
* Adrift/Lost/Marooned&lt;br /&gt;
* Guide&lt;br /&gt;
* Bard&lt;br /&gt;
* Messenger&lt;br /&gt;
* Con Artist&lt;br /&gt;
* Pickpocket&lt;br /&gt;
* Hunter&lt;br /&gt;
* Witch&lt;br /&gt;
* Priest&lt;br /&gt;
* Cultist&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5469</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5469"/>
		<updated>2020-06-08T03:59:06Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* World Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* Rewards:&lt;br /&gt;
** skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill, or totally free)&lt;br /&gt;
** project xp: advance within the current project stage&lt;br /&gt;
** project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
** money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
** job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
** job meter increase: increase the max in a meter&lt;br /&gt;
** job tool: tool you can use in your current job&lt;br /&gt;
** travel points (if you&amp;#039;re traveling)&lt;br /&gt;
** artifact&lt;br /&gt;
** royalty&lt;br /&gt;
** leaders only:&lt;br /&gt;
*** +morale&lt;br /&gt;
*** +people&lt;br /&gt;
*** +training&lt;br /&gt;
** a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
** a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
* Penalties:&lt;br /&gt;
** Opposite of any of those rewards&lt;br /&gt;
** Incur a debt&lt;br /&gt;
** Forced job switch&lt;br /&gt;
** Forced movement&lt;br /&gt;
** Death&lt;br /&gt;
*** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Main, Project, Travel, Camp&lt;br /&gt;
* Main deck includes job cards, hex cards, project cards, lifepath cards&lt;br /&gt;
* Project deck includes project cards, hex cards, lifepath cards&lt;br /&gt;
* Travel deck includes travel cards, hex cards, trade cards, lifepath cards&lt;br /&gt;
* Camp deck includes camp cards, trade cards, lifepath cards&lt;br /&gt;
&lt;br /&gt;
Of those cards:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are advancement in, issues arising in, or changes in one of your current projects. Some are simple challenges and some are just this thing happens (and some are &amp;quot;this is a choice, do you want it?&amp;quot;); rewards are oriented towards project xp but sometimes other stuff&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs, challenges weighted to morale, or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges about traveling, with rewards weighted to travel points. Some are this thing happens and some are choices.&lt;br /&gt;
* Trade cards are opportunities to exchange resources and design new encounters&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so)&lt;br /&gt;
* Name each country, set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark that&amp;#039;s a big statue or whatever)&lt;br /&gt;
** This country has a long military tradition (+1 city, place a landmark that&amp;#039;s a battlefield)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5468</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5468"/>
		<updated>2020-06-08T03:58:43Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* World Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* Rewards:&lt;br /&gt;
** skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill, or totally free)&lt;br /&gt;
** project xp: advance within the current project stage&lt;br /&gt;
** project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
** money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
** job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
** job meter increase: increase the max in a meter&lt;br /&gt;
** job tool: tool you can use in your current job&lt;br /&gt;
** travel points (if you&amp;#039;re traveling)&lt;br /&gt;
** artifact&lt;br /&gt;
** royalty&lt;br /&gt;
** leaders only:&lt;br /&gt;
*** +morale&lt;br /&gt;
*** +people&lt;br /&gt;
*** +training&lt;br /&gt;
** a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
** a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
* Penalties:&lt;br /&gt;
** Opposite of any of those rewards&lt;br /&gt;
** Incur a debt&lt;br /&gt;
** Forced job switch&lt;br /&gt;
** Forced movement&lt;br /&gt;
** Death&lt;br /&gt;
*** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Main, Project, Travel, Camp&lt;br /&gt;
* Main deck includes job cards, hex cards, project cards, lifepath cards&lt;br /&gt;
* Project deck includes project cards, hex cards, lifepath cards&lt;br /&gt;
* Travel deck includes travel cards, hex cards, trade cards, lifepath cards&lt;br /&gt;
* Camp deck includes camp cards, trade cards, lifepath cards&lt;br /&gt;
&lt;br /&gt;
Of those cards:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are advancement in, issues arising in, or changes in one of your current projects. Some are simple challenges and some are just this thing happens (and some are &amp;quot;this is a choice, do you want it?&amp;quot;); rewards are oriented towards project xp but sometimes other stuff&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs, challenges weighted to morale, or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges about traveling, with rewards weighted to travel points. Some are this thing happens and some are choices.&lt;br /&gt;
* Trade cards are opportunities to exchange resources and design new encounters&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more (countries should be 50-70 hexes each or so)&lt;br /&gt;
* Name each country, set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city, place a landmark)&lt;br /&gt;
** This country has a long military tradition (+1 city)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5467</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5467"/>
		<updated>2020-06-06T05:01:16Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* Rewards:&lt;br /&gt;
** skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill, or totally free)&lt;br /&gt;
** project xp: advance within the current project stage&lt;br /&gt;
** project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
** money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
** job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
** job meter increase: increase the max in a meter&lt;br /&gt;
** job tool: tool you can use in your current job&lt;br /&gt;
** travel points (if you&amp;#039;re traveling)&lt;br /&gt;
** artifact&lt;br /&gt;
** royalty&lt;br /&gt;
** leaders only:&lt;br /&gt;
*** +morale&lt;br /&gt;
*** +people&lt;br /&gt;
*** +training&lt;br /&gt;
** a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
** a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
* Penalties:&lt;br /&gt;
** Opposite of any of those rewards&lt;br /&gt;
** Incur a debt&lt;br /&gt;
** Forced job switch&lt;br /&gt;
** Forced movement&lt;br /&gt;
** Death&lt;br /&gt;
*** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Main, Project, Travel, Camp&lt;br /&gt;
* Main deck includes job cards, hex cards, project cards, lifepath cards&lt;br /&gt;
* Project deck includes project cards, hex cards, lifepath cards&lt;br /&gt;
* Travel deck includes travel cards, hex cards, trade cards, lifepath cards&lt;br /&gt;
* Camp deck includes camp cards, trade cards, lifepath cards&lt;br /&gt;
&lt;br /&gt;
Of those cards:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are advancement in, issues arising in, or changes in one of your current projects. Some are simple challenges and some are just this thing happens (and some are &amp;quot;this is a choice, do you want it?&amp;quot;); rewards are oriented towards project xp but sometimes other stuff&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs, challenges weighted to morale, or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges about traveling, with rewards weighted to travel points. Some are this thing happens and some are choices.&lt;br /&gt;
* Trade cards are opportunities to exchange resources and design new encounters&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - countries have a base difficulty, then some specific hexes have modifiers.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more&lt;br /&gt;
* Name each country, set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city)&lt;br /&gt;
** This country has a long military tradition (+1 city)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5466</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5466"/>
		<updated>2020-06-06T03:53:11Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* Rewards:&lt;br /&gt;
** skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill, or totally free)&lt;br /&gt;
** project xp: advance within the current project stage&lt;br /&gt;
** project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
** money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
** job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
** job meter increase: increase the max in a meter&lt;br /&gt;
** job tool: tool you can use in your current job&lt;br /&gt;
** travel points (if you&amp;#039;re traveling)&lt;br /&gt;
** artifact&lt;br /&gt;
** royalty&lt;br /&gt;
** leaders only:&lt;br /&gt;
*** +morale&lt;br /&gt;
*** +people&lt;br /&gt;
*** +training&lt;br /&gt;
** a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
** a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
* Penalties:&lt;br /&gt;
** Opposite of any of those rewards&lt;br /&gt;
** Incur a debt&lt;br /&gt;
** Forced job switch&lt;br /&gt;
** Forced movement&lt;br /&gt;
** Death&lt;br /&gt;
*** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Main, Project, Travel, Camp&lt;br /&gt;
* Main deck includes job cards, hex cards, project cards, lifepath cards&lt;br /&gt;
* Project deck includes project cards, hex cards, lifepath cards&lt;br /&gt;
* Travel deck includes travel cards, hex cards, trade cards, lifepath cards&lt;br /&gt;
* Camp deck includes camp cards, trade cards, lifepath cards&lt;br /&gt;
&lt;br /&gt;
Of those cards:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are advancement in, issues arising in, or changes in one of your current projects. Some are simple challenges and some are just this thing happens (and some are &amp;quot;this is a choice, do you want it?&amp;quot;); rewards are oriented towards project xp but sometimes other stuff&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs, challenges weighted to morale, or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges about traveling, with rewards weighted to travel points. Some are this thing happens and some are choices.&lt;br /&gt;
* Trade cards are opportunities to exchange resources and design new encounters&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - stuff farther from cities is more dangerous (?)&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
* Use pre-built world or do world setup&lt;br /&gt;
* Players pick name, description, and birthplace for their character. They also pick two patron zodiac signs and for each they set one skill to 20 or two skills to 10 each; other skills start at 1.&lt;br /&gt;
* Players pick a random hex and their character starts there, with initial starting job of whatever the punishment job is for the hex&amp;#039;s country&lt;br /&gt;
&lt;br /&gt;
==World Setup==&lt;br /&gt;
* Generate a map&lt;br /&gt;
* Pick a number of countries, roughly num players + 2, and place a capital city for each on the map&lt;br /&gt;
* Grow each country out from its capital city, an unclaimed hex at a time (land hexes only), until it can&amp;#039;t grow any more&lt;br /&gt;
* Name each country, set its initial challenge level to medium, and assign one or more of these traits (don&amp;#039;t assign the same item to multiple countries):&lt;br /&gt;
** This country is steeped in ancient evil (+1 challenge level in every hex, +2 cities)&lt;br /&gt;
** Bountiful resources make this the most populous country in the region (+3 cities)&lt;br /&gt;
** This is a land of rogues and traders (+1 city)&lt;br /&gt;
** This country prizes art, beauty, and culture (+1 city)&lt;br /&gt;
** This country has a long military tradition (+1 city)&lt;br /&gt;
** The nobles of this country glory in the Great Game (+1 city)&lt;br /&gt;
** This country has a university that is the envy of the world (+1 city, place it)&lt;br /&gt;
** This country has a City of the Dead (place it, +1 challenge in this hex and all surrounding hexes)&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5465</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5465"/>
		<updated>2020-05-31T04:48:48Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* Rewards:&lt;br /&gt;
** skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill, or totally free)&lt;br /&gt;
** project xp: advance within the current project stage&lt;br /&gt;
** project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
** money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
** job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
** job meter increase: increase the max in a meter&lt;br /&gt;
** job tool: tool you can use in your current job&lt;br /&gt;
** travel points (if you&amp;#039;re traveling)&lt;br /&gt;
** artifact&lt;br /&gt;
** royalty&lt;br /&gt;
** leaders only:&lt;br /&gt;
*** +morale&lt;br /&gt;
*** +people&lt;br /&gt;
*** +training&lt;br /&gt;
** a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
** a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
* Penalties:&lt;br /&gt;
** Opposite of any of those rewards&lt;br /&gt;
** Incur a debt&lt;br /&gt;
** Forced job switch&lt;br /&gt;
** Forced movement&lt;br /&gt;
** Death&lt;br /&gt;
*** In this game you get a couple lives, if you lose one you incur a &amp;quot;scar&amp;quot; which you describe and it&amp;#039;s a permanent marker on your sheet, but it&amp;#039;s not death death until you&amp;#039;re out of lives&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
On your turn you can pick from a couple actions: Main, Project, Travel, Camp&lt;br /&gt;
* Main deck includes job cards, hex cards, project cards, lifepath cards&lt;br /&gt;
* Project deck includes project cards, hex cards, lifepath cards&lt;br /&gt;
* Travel deck includes travel cards, hex cards, trade cards, lifepath cards&lt;br /&gt;
* Camp deck includes camp cards, trade cards, lifepath cards&lt;br /&gt;
&lt;br /&gt;
Of those cards:&lt;br /&gt;
* Job cards are challenges about doing your job (robbing merchants as a bandit or whatever), they can be simple or tactical&lt;br /&gt;
** Simple look like &amp;quot;You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&amp;quot; as above&lt;br /&gt;
** Tactical have tags on the challenges and the area and you can do stuff with it somehow&lt;br /&gt;
* Hex cards are challenges about the area (hex type + country) and look like job cards otherwise&lt;br /&gt;
* Project cards are advancement in, issues arising in, or changes in one of your current projects. Some are simple challenges and some are just this thing happens (and some are &amp;quot;this is a choice, do you want it?&amp;quot;); rewards are oriented towards project xp but sometimes other stuff&lt;br /&gt;
* Lifepath cards are opportunities to shift jobs, challenges weighted to morale, or chances to promote/demote in your current hierarchy (something like, &amp;quot;if you have at least 30 morale, you become senior bandit&amp;quot;)&lt;br /&gt;
* Travel cards are challenges about traveling, with rewards weighted to travel points. Some are this thing happens and some are choices.&lt;br /&gt;
* Trade cards are opportunities to exchange resources and design new encounters&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
Challenges are rated easy, medium, hard, very hard. Based on skill + difficulty + randomness, the outcome is like failure, partial success, success, extra success. Those translate in most cases into full penalty, half penalty and full reward, full reward, extra reward, where the size of the penalty and reward are based on the difficulty.&lt;br /&gt;
* Difficulty for job challenges is based on your job&lt;br /&gt;
* Difficulty for hex challenges is based on the hex - stuff farther from cities is more dangerous (?)&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5464</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5464"/>
		<updated>2020-05-30T20:26:48Z</updated>

		<summary type="html">&lt;p&gt;Inky: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH&lt;br /&gt;
*** The player can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
*** The player can pay an intervention to explain why they can use a different skill here&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 skill or project xp for that).&lt;br /&gt;
* Rewards:&lt;br /&gt;
** skill xp: 1 xp normally = +1 skill point - if it&amp;#039;s a key skill for the current job, it&amp;#039;s +3 skill points (can be targeted at one skill, at a skill, or totally free)&lt;br /&gt;
** project xp: advance within the current project stage&lt;br /&gt;
** project resource A, B, C: get some resource needed for current project (need to pay these to advance the stage)&lt;br /&gt;
** money: this is basically another currency (heh), there are probably ways to exchange it&lt;br /&gt;
** job meter refill: add points up to max in a meter associated with current job&lt;br /&gt;
** job meter increase: increase the max in a meter&lt;br /&gt;
** job tool: tool you can use in your current job&lt;br /&gt;
** artifact&lt;br /&gt;
** royalty&lt;br /&gt;
** leaders only:&lt;br /&gt;
*** +morale&lt;br /&gt;
*** +people&lt;br /&gt;
*** +training&lt;br /&gt;
** a fragment of any of the above: fragments can be traded in for the thing when you accumulate enough&lt;br /&gt;
** a quest start for any of the above: quests are multi-card sequences that eventually give a particular reward&lt;br /&gt;
* Penalties:&lt;br /&gt;
** Opposite of any of those rewards&lt;br /&gt;
** Incur a debt&lt;br /&gt;
* interventions: players get, I dunno, 2 a season (old ones are lost). there are places they can pay an intervention, where they say what they want to happen and why and it gets handed off to another player for final arbitration. stuff you can ask for interventions is like to swap a skill in the check, get a particular quest or other reward, do extra work on a project, resolve a project, convert resources at a different rate, travel at a different rate. you can offer to pay additional stuff if it helps - anything you can take as a penalty. the person acting as GM sees your stuff, sets the difficulty and makes the roll for you, then selects and writes up what happens&lt;br /&gt;
* signifiers: there are these 30-40 zodiac signs or whatever (everway has 36). which initially have a name and a number. over time people can add additional signifiers/commentary to them - associating them with events or characters or places or organizations or artifacts or whatever&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5463</id>
		<title>Itinerant Royalty Errands</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Royalty_Errands&amp;diff=5463"/>
		<updated>2020-05-29T05:28:02Z</updated>

		<summary type="html">&lt;p&gt;Inky: Created page with &amp;quot;==What?== cf https://joshg.itch.io/interstellar-errands  ==Summary== * There&amp;#039;s a hexmap with a half-dozen countries and different terrains * There&amp;#039;s a pool of like 30 zodiac s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What?==&lt;br /&gt;
cf https://joshg.itch.io/interstellar-errands&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* There&amp;#039;s a hexmap with a half-dozen countries and different terrains&lt;br /&gt;
* There&amp;#039;s a pool of like 30 zodiac signs/tarot cards&lt;br /&gt;
* Characters have like 30-40 skills that go 1-100&lt;br /&gt;
* Characters have a couple ongoing projects (maybe two slots, they can choose how many to fill and what type they are)&lt;br /&gt;
* Characters have a current job&lt;br /&gt;
* Each round is a season, you get 20 turns&lt;br /&gt;
* A turn is a draw from a deck&lt;br /&gt;
* You get a deck made up of: cards based on your job x hex (work events), cards based on your hex (travel events), cards based just on your job (lifepath events)&lt;br /&gt;
* Card encounters are like threats at http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf I think&lt;br /&gt;
** You encounter a MAZE in the FOREST (nature: to trap, to frustrate passage). Signifiers: HOUND, SCORPION. Default skill: STRENGTH.  Risky skill: DUELING.&lt;br /&gt;
*** The person can decide what it means and pick a skill (or spend an extra turn to skip it) to roll and then there&amp;#039;s a space to write some commentary about the encounter. If they roll, win or lose, they get +1 xp of the default skill. If they win they get some reward based on difficulty and if they lose they have a penalty based on same.&lt;br /&gt;
* At the end of the season you can write a letter to somebody else in the game (you get +5 free xp for that).&lt;br /&gt;
* Jobs have like six key skills - if you get xp in a key skill you get x3 points.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
	<entry>
		<id>https://inky.org/wiki/wiki/index.php?title=Itinerant_Princes&amp;diff=5462</id>
		<title>Itinerant Princes</title>
		<link rel="alternate" type="text/html" href="https://inky.org/wiki/wiki/index.php?title=Itinerant_Princes&amp;diff=5462"/>
		<updated>2020-05-29T05:05:34Z</updated>

		<summary type="html">&lt;p&gt;Inky: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Itinerant Princes Picaro]] and [[Itinerant Royalty Errands]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Ok, so the pitch/big idea here is this is a mixed automated/PBP game. The players play wandering adventurers who travel the galaxy (I&amp;#039;m thinking this is set in the Agents of Empire universe, although it doesn&amp;#039;t have to be) and they fall in with pirates, fight with mercenary bands, study under magicians, explore weird places, etc. That stuff is handled in a KoL-esque way, with a fixed number of daily turns that you spend doing stuff that is mostly resolved automatically. Mostly is important, though - it&amp;#039;s possible for a player to call for GM judgement to do something outside the system (like &amp;quot;I know it says I have to lead my troops against the opponent, but I&amp;#039;m going to sneak in and assassinate their general instead&amp;quot;) and then custom stuff can happen. It&amp;#039;s also the case that the players do some contributory writing to the system. This comes in two parts - there are portions of the game that are basically &amp;quot;the role-playing part&amp;quot;, like there might be a party the characters are at chatting to each other; and there are places where the player is asked to provide some writing (I&amp;#039;m not quite sure what form this comes in, but I think it might be like &amp;quot;you discover a treasure, what is it?&amp;quot;) which then goes into a general pool for re-use. It&amp;#039;s also possible the players might provide this writing for other players instead of for themselves.&lt;br /&gt;
&lt;br /&gt;
==Characters and Setting==&lt;br /&gt;
The intent here is these are a bunch of, well, itinerant princes - they wander around and have adventures, and sometimes they bump into each other and have a big adventure and sometimes (mostly) they go off by themselves. They gain things and lose them, like they might be pirate captain for a while and then there&amp;#039;s a big storm and they&amp;#039;re shipwrecked and find themselves inducted into a weird cult and then the cult is crushed by some army and they&amp;#039;re sold into slavery and they lead a slave revolt and seize the estate and then they play politics for a while and then ... Because of the perpetual gaining and losing, the characters can&amp;#039;t be defined by their social class or job (eg, wealthy merchant), although since skills and affinities and so on are static there is an equivalent (eg, perpetual wheeler-dealer).&lt;br /&gt;
&lt;br /&gt;
This implies the setting is small enough they can bump into each other occasionally but large enough they can get lost or imprisoned or whatever and other people can&amp;#039;t necessarily find them. If it&amp;#039;s the Agents of Empire setting, maybe it&amp;#039;s a single solar system; if it&amp;#039;s some Conan setting maybe it&amp;#039;s some half-dozen nations; if it&amp;#039;s steampunk maybe it&amp;#039;s Western Europe.&lt;br /&gt;
&lt;br /&gt;
Per other things the characters are all members of an extended family of some kind or otherwise members of the chosen few (genetic mutation, special birthmark, whatever) with some set of magic powers. The magic powers are good enough to help them out and let them meet up with each other and stuff, but it&amp;#039;s usually not enough for them to tell someone else &amp;quot;hey, teleport me out of prison&amp;quot; unless it&amp;#039;s a super emergency. I&amp;#039;m toying with a thing where they have some magical reserve they can expend which is refreshed at intervals (like at the solstice or whatever), so you can talk telepathically but it&amp;#039;s kind of a big deal and you save it for emergencies.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
So the real question is what the players are trying for. Like, as a freelance mercenary they&amp;#039;re probably looking for money; as the leader of a company they&amp;#039;re looking to conquer some territory (?); as the owner of an estate they&amp;#039;re looking for political power. Or whatever. None of this is xp as such, note - is there really no skill gain? That&amp;#039;s generally an easy reward but it&amp;#039;s hard to figure if it fits here. In books generally they&amp;#039;re out for some overarching story purpose or they&amp;#039;re stranded and trying to struggle out. &lt;br /&gt;
&lt;br /&gt;
===Arenas===&lt;br /&gt;
...&lt;br /&gt;
===Rewards===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==Writing==&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The intent here is these are a bunch of, well, itinerant princes - they wander around and have adventures, and sometimes they bump into each other and have a big adventure and sometimes (mostly) they go off by themselves. They gain things and lose them, like they might be pirate captain for a while and then there&amp;#039;s a big storm and they&amp;#039;re shipwrecked and find themselves inducted into a weird cult and then the cult is crushed by some army and they&amp;#039;re sold into slavery and they lead a slave revolt and seize the estate and then they play politics for a while and then ... Because of the perpetual gaining and losing, the characters can&amp;#039;t be defined by their social class or job (eg, wealthy merchant), although since skills and affinities and so on are static there is an equivalent (eg, perpetual wheeler-dealer).&lt;br /&gt;
&lt;br /&gt;
I think per other things the characters are all members of an extended family of some kind or otherwise members of the chosen few with this set of magic powers: telepathy (with other group members) and teleportation (to other group members) for minimum, I guess.&lt;br /&gt;
 &lt;br /&gt;
==System and Tokens==&lt;br /&gt;
I think there&amp;#039;s some trick here where different token sets will be active depending on what arena you&amp;#039;re in, but the overall system stays the same. Like, if you&amp;#039;re currently a mercenary captain, then you have skills like swordplay and spot ambush and command, and you have stats like health and fatigue and troop morale and training, whereas if you&amp;#039;re a wizard then you have skills like decipher tome and hypnotic gaze and stats like willpower and corruption. But in either case maybe the deal is skills go 1-5 and you roll 2d6+skill and try to get whatever.&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s also going to be a cycle where you accumulate fractional bits which eventually assemble into larger things, some of which require GM judgement. Like maybe you get coins from fighting goblins, and 10 coins is a treasure, and when you appraise the treasure the GM tells you what you found.&lt;br /&gt;
&lt;br /&gt;
==Oracles==&lt;br /&gt;
I feel like oracles are going to be important in this game, in the sense of &amp;quot;some random image or word provided to help generate some text&amp;quot;. It&amp;#039;s important to not have to write too much text in this game, or it&amp;#039;ll become unmanageable to create, and yet it needs to be suggestive enough to be able to be seen repeatedly.&lt;br /&gt;
&lt;br /&gt;
==Inspirations==&lt;br /&gt;
Nine Princes in Amber is a good touchstone here, I think - note that series allows the characters to talk to each other from wherever and even travel to each other if they want, but they spend a lot of time doing their own thing.&lt;br /&gt;
&lt;br /&gt;
Freebooting Venus kicked this off most recently, although I dunno how similar they&amp;#039;ll really end up being.&lt;/div&gt;</summary>
		<author><name>Inky</name></author>
	</entry>
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