The One Ring "Living Rules": Journeys revised IIHi all! Following a fruitful discussion over at the Cubicle 7 forums for The One Ring, I revised my alternate rules for journeys. As I explained before, these modified rules are aimed to reduce the number of required rolls, at the same time preserving (or enhancing!) the mood and objective of the original mechanics.
For those that read the previous version, know that, following the suggestions of players, I made all Fatigue increases be applied immediately (and not at the end of a journey). Additionally, companions now do not necessarily see their Fatigue increase at the same pace, as they are sometimes required to make individual Travel rolls.
All in all, a good result, that preserves the goals I set for myself when I approached the variant.
One thing: the writing is rather 'terse', meaning that I didn't make any attempt at adding flavour to the rules as written - it was already difficult to make everything clear (not sure I succede, you tell me). So, I didn't specify what the challenges that target a single travelling role or all companions are meant to represent. You are of course invited to suggest what kind of trouble is represented by a challenge requiring the Guide to intervene, or the Scouts of the company, etc. Luckily, the books are filled with vivid examples...
Journeys Rules Revision II (JRR II!) - removed!
Edit for the 28th of August
Time for JRR III already! This time including ponies! This new version is the result of the discussions over at the Cubicle 7 forums, and of my own ponderations with the help of Southron chieftain Amado Angulo. All I have written above stands, so click on the link at see how it came up.
Many thanks to everyone who gave his comments on the subject matter, here and over at the Cubicle 7 web site. I hope this is going to be the final version, at least for a little while... :)