Mike wrote:
>But this is a maximum
> rate, and makes some assumptions. One of which is that the
> situation is either life or death, or the soldier is going to be
> able to rest the next day.
Exactly. Most ultra-marathon runners don't run again for a week,
maybe two, after a race. Of course they are trying to keep their
bodies in the best shape possible and avoid injury. A warrior may
not have that luxury.
> The contest is to be able to do it without damaging one's endurance
> for the next day.
This is my approach as well. Imo, appropriate abilities would be
Endurance, Walk Far, Jogging -3 etc. A failure could be exhaustion,
injured ankle, or in extreme cases a bad knee that could continually
come back to haunt the character (but I like to torture my players
with small doses of humanity).
> Basically, use the system as it's designed to present the challenge
> as it exists. In fact, unles you want to really detail each day,
> don't roll each day, but instead come up with the whole trip as a
> congolmerate roll.
This is exactly what I would do for long trips where a roll is
justified. Lately, I've been kicking around ideas for a story, or a
major scene of a story, that showcases the journey itself as the key
dramatic conflict - turning the trip into an extended contest.
Light Castle wrote:
>I would like this kind of thing, too. Just having an idea in general
>terms of what is normal often would help. I can do contests when I
>need there to be contests, but I need the info for more than that.
Hmmmm... S. Martin asked me to write up something just like this for
the narrator advice section. The draft has survived a disorganized
move and a harddrive crash (one of the only files to survive) - its
like a wart. Maybe I should finish that...
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