Number of terrains to have lore for?

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Slloyd14
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Number of terrains to have lore for?

Post by Slloyd14 » Sun Apr 12, 2015 7:09 pm

Hello AFFers! I was just thinking about the number of terrain lore skills there could possibly be in AFF2. The list of skills have forest lore, sea lore and underground lore. Then, a hireling on page 29 of the Heroes' companion has plains lore.

The types of terrains in the back are lake, swamp, marsh, cold, temperate, tropical and desert flatlands, cold temperate and jungle woodland, cold temperate and tropical hills, oceans (sea) and mountains.

I don't think all of these deserve their own lore for a skill. For example, I don't see much difference between a temperate flatland and a tropical flatland. Sure, the animals might be different, but navigation will be the same and the plants will be similar. Cold flatland would be different as the climate is much different as is desert. So from this, I propose the following terrain lores:

Swamp lore
Plains lore
Arctic lore
Desert lore
Forest lore
Jungle lore
Sea lore
Mountain lore
Underground lore

The only one I feel on the fence about is mountain lore. Should that include hills or should hill lore be a terrain lore in its own right?

I was thinking about having a natural linguist talent for terrains, but I guess the survivor talent covers that.
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torus
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Re: Number of terrains to have lore for?

Post by torus » Thu Apr 16, 2015 9:36 am

This seems a reasonable list to me, although I'd be inclined to say Grassland rather than Plains.

I'd be tempted to add further specialisations for particular regions, e.g. someone could have Forest Lore 1 (+1 in NW Allansia) or something like that. Everyone starts with regional lore from where they grew up or have lived; additional regions can only be learnt by visiting there, travelling in the wild and learning from local inhabitants.

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Re: Number of terrains to have lore for?

Post by Nuvole! » Thu Apr 16, 2015 6:07 pm

Sky lore, Underwater (undersea?) lore 8)
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Re: Number of terrains to have lore for?

Post by Mr Nibbs » Sun Apr 19, 2015 12:12 am

torus wrote:This seems a reasonable list to me, although I'd be inclined to say Grassland rather than Plains.

I'd be tempted to add further specialisations for particular regions, e.g. someone could have Forest Lore 1 (+1 in NW Allansia) or something like that. Everyone starts with regional lore from where they grew up or have lived; additional regions can only be learnt by visiting there, travelling in the wild and learning from local inhabitants.
That's the idea the new maps use so each named region in Allansia - from Arantis to Zengis - gets a regional profile. A separate Terrain Lore for each region fits perfectly. The encounter tables would be tweaked for the unique monsters and vicious veg which could be placed on the maps.

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Re: Number of terrains to have lore for?

Post by Mr Nibbs » Wed May 06, 2015 6:10 am

Here's my latest idea for the map terrains but it's still all very speculative and untried. It adds terrains to the list in BtP and re-organises them for each continent and takes climate into account, which is where the re-map project started 3 years ago. Regional profiles can provide more detailed descriptions and customisable sub-tables but sorting all that is someone else's job, I think. Hope it's useful.


Titan / MapMaker Random Generators
© Steve Luxton 2015

1. Terrain Types & Landscapes
Altitude and Latitude place the terrain on the planet and indicates general climate.

Set A Set B
d6 Altitude & Ground Slope d6 Latitude & Climate
1 Coastal region 1 Equatorial
2 Rising Ground > Low Hills 2 Tropical
3 Low Hills > Plains 3 Temperate
4 River Valleys & Canyons 4 Cold
5 Lower Mountain Slopes & 5 Tundra
6 Mountains & Peaks 6 Polar

ARANTIS: Coastal > Low Mountains. Subtropical jungle region.

2. Terrain Features & Environment
From ground level, large geographic features seen from the ground act as waypoints when mapping a region. Ground cover relates to ease of movement over rough ground, through woodlands and can be used to modify move rates. Ground Slope can affect move rates by adjusting for distance on the ground and ease of travel. They may also relate to mass battle combat modifiers for cover and higher ground modifiers.

Move Rate: The given move rate for humanoid troops is 4. Assumed to be in miles per hour over flat ground.

Set A Set B Set C
d6 GEOGRAPHIC FEATURES GROUND COVER GROUND SLOPE/Move Rate
1 Mounds, cairns Grasses with sparse bushes Gentle slopes 0
2 Rocky outcrop Grassland with sparse bushes Rising ground -1
3 Collapsed cliff Scrub with sparse Jungle Rough ground -2
4 Hidden valley Scrub & Jungle Low hills -3
5 Steep Canyon Rockpiles & Dense Jungle Steep hills -3
6 Crags & Peaks Large Boulders Broken rocks -4


3. Inhabitants & Wildlife
Every part of Titan is inhabited by some sort of tribal creature or humanoid monster clan who will be familiar with their territory and are sure to defend it against intruders. Most will be unfriendly-neutral and will to trade for useful items, food, etc. The more aggressive denizens will be well-armed hunters, loremasters and extremely dangerous. They are likely to be the top predator and have a well-defined hunting range.

JUNGLE & SUBTROPICAL ENCOUNTERS - Adapt to suit your adventure
d6 Low-Risk Caution Hazard Danger!
1 Bird Men Elvin Changelings Orcs & Goblins
2 Cat People Gremlins Gongchong Doragar
3 Rat Men Krell Headhunters Gark
4 Mungies Pygmys Jib-Jib Hobgoblins
5 Spider Men Slykk Mik Man-Orc
6 Flayer Goblins Life Stealer Lizard Men

From the Holdings Type table:
d6 MONSTER LAIRS d6 TRIBAL HABITATIONS
1 Small Cave 1 Barrows & Burrows
2 Small Cave system 2 Caves, lairs & rock houses
3 Large Cave system 3 Caves, lairs & villages
4 Ruined cottage 4 Cave Mine
5 Ruined house 5 Shallow Mine
6 Ruined inn 6 Deep Mine

4. Wildlife Specials
To create a unique feel for the environment it is easy to adapt an existing monster. Just changing a name can be enough - Pilfer Grass and Tangleweed can be described as being tall and straggly and called Filcher Grass and Snare Grass with out changing any of their stats - it all helps describe the location in which the adventures are set and with which the players' imagination can interact. It's kinda like shopping, but different.

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Re: Number of terrains to have lore for?

Post by Mr Nibbs » Wed May 06, 2015 6:14 am

Oops, the tabs don't work.

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