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Basic mechanics

4,910 bytes removed, 03:23, 24 April 2022
== Uncivilized Area ==
''See '''[[Uncivilized Area]]''' for more information''
When in the '''[[Uncivilized Area]]''', your character will be traveling through a series of randomly generated rooms, going from a starting point to a destination of your choosing, and reaching the next destination only after a set amount of UA rooms have been passed. See the article for more information.
When you are in a Civilized Area and ready to transition into the UA, your GM will give you the available destinations, and ask you to choose where you intend to go (unless there is only one available destination, of course).
 
Once you have selected your destination, you will be asked to pick a '''traveling style'''. There are four traveling styles: '''Fast''', '''Safe''', '''Deep''', and '''Skip'''. Your chosen style will influence the amount of UA rooms you need to go through to reach the next destination, and the chances of finding loot, monsters, and special areas. '''Skip''' is special - it is essentially fast travel. When Skip traveling, your character will travel an amount of rooms equivalent to a Safe travel, but will encounter zero enemies and zero items, essentially trading dangers and loot for saving time and convenience.
* NOTE: Skip traveling may not always be possible, particularly during certain jobs. The GM can also disallow Skip traveling for any reason they deem necessary.
 
When traveling in the UA, the three important counters are the amount of UA rooms passed, the amount of UA rooms required to reach the next destination, and what your current destination is. You can also choose to reverse course and begin traveling back to your original starting point; at which point the amount of UA rooms already passed becomes your amount of rooms to pass to reach the next destination. Note that if you have begun reversing course, you shouldn't reverse back again; instead, return to your original starting point, and select a new destination.
 
Whenever you are ready to move into a new UA room, such as when you are finished visiting, looting, or fighting in the current room, you may "request the next rooms" or "the next doors" to the GM, who will proceed to randomly generate three rooms, and if applicable, extra possibilities. The description of each room follows the same nomenclature:
* (Left, Front or Right), (If applicable: Shortcut or Detour value) (Roomstyle), (Decay level), (Code)
** ''Left, Front or Right'' is flavor, and simply represents your first, second, and third choice.
** ''Shortcut or Detour value'' indicates the amount of UA rooms you will lose or gain if you take this door. Usually written '''Shortcut -x''' or '''Detour +x''', where x represents the amount of rooms skipped (Shortcuts) or gained (Detours).
*** Shortcuts '''decrease''' the amount of UA rooms needed to reach the next destination, and should be used to shorten the trip.
*** Detours '''increase''' the amount of UA rooms needed to reach the next destination, and should be used if you want to look for more loot (or creatures to fight).
** ''Roomstyle'' is simply the type and style of room that is ahead. The roomstyle determines the presence and type of furniture inside.
** ''Decay level'' indicates the age, level of decay, and damage that the room has sustained over time. Low decay levels generally increase the chances of finding extra loot. High decay levels generally increase the chances of finding mushrooms.
** The ''Code'' is either a letter or a number written between parentheses:
*** If the code is a '''number''', it is a number representing the room's decay level. Decay level numbers range from 0 to 5.
*** If the code is a '''letter''', it may either be '''(S)''' for Shortcut, or '''(D)''' for Detour. In both cases, the shortcut or detour will be available in the next room, at the front door.
 
{| class="wikitable" style="font-size:9pt; text-align:center" width="600"
|-
| ''Decay level'' || ''Code'' || ''Chances of finding extra loot'' || ''Chances of finding mushrooms''
|-
| Deserted || (0) || 75% || 0%
|-
| Abandoned || (1) || 25% || 0%
|-
| '''Dark''' || (2) || 50% || 50%
|-
| Disaffected || (3) || 10% || 0%
|-
| Forsaken || (4) || 5% || 15%
|-
| Overgrown || (5) || 5% || 35%
|}
 
* In a room with a decay level of '''Dark''', the lights are broken, plunging the room in total darkness.
* In rooms with a decay level of at least 2, all electrically-powered furniture (televisions, radios...) will be non-functional.
 
'''Example:''' [Next rooms] Left: Empty bar, abandoned (1) // Front: ('''Shortcut -2''') Empty workshop, disaffected (3) // Right: Featureless room (D)
* The left door leads to an abandoned empty bar, the front door leads to a disaffected empty workshop, and the right door leads to a featureless room with a detour inside.
* Taking the front door would make the player character go through a shortcut, and remove 2 rooms on the amount needed to reach the next destination.
* Taking the right door would ''not'' make the player go through a detour, but it would lead to a room where the front door is a detour.
 
=== In short ===
When transitioning from CA to UA, the process is as follows:
* Select destination
* Select traveling style
* Pick your first door
* Enter your first UA room
 
When traveling in the UA:
* Enter UA room
* Deal with any items, furniture, creatures, or happenstances as you need
* Request the next doors
* Pick your next door
* Enter next room
 
Rinse and repeat until you reach the last UA room, in which case, all of the next doors will lead to your destination. After reaching your destination, time advances to the next day period.
[[Category:Game mechanics]]
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