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A Rasp of Sand

Dive into the depths of an oceanic temple to save your children from the curse on your family. · By Monday Cox

A Couple of Questions

A topic by turtleheart created Oct 10, 2020 Views: 418 Replies: 5
Viewing posts 1 to 3

I have a few questions which I haven't been able to find the answer to:

  1. If an Heir start with a ranged weapon, do they also start with any ammunition? For example does a Fisher 3 start with any harpoonbow ammunition, and does an Heir who rolls a random ranged weapon on the "General Gear 2" table start with any arrows/bolts?
  2. Can a Fisher 2 Bait a creature which they haven't identified, but their ancestor has identified? Similarly, does a Fisher 5 gain [+] against creatures their ancestor has identified?
  3. Can Heirs take different actions during an Exploration Turn? For example, can one Heir choose to Explore while two Heirs Rests, and one Heir Forages?

Hey! I know you asked a while ago, but hopefully it can still help.

I've been running for a few months, party is up to generation 4 and have reached the Kelp Forest. I'd say in general the answer here is going to be "depends on how the referee wants to run it." I think that's you here, but not sure. Here's what I would do:

1. Yes, definitely starts with ammo. You could do one slot's worth or you could maybe do as many slots as they want to fill. This hasn't come up for me a lot because the player's have generally used melee weapons. I also forgot there was ammo! Harpoonbow seems especially tricky though since it doesn't seem like there is a way to replenish the ammo. I'd probably just let them have a slot and count it as enough, but honestly hasn't come up a ton.

2. I don't let benefits like that accrue generation to generation. I like the choice between doing damage early on or identifying something, it makes them think about time and need to decide between risk now / reward later.

3. The way I read it, no. Forage and explore seem like they would take everyone working together. It also will make it way easier if you allow them to "split" a turn like that because they will be able to do much more than they would otherwise. I always viewed the turn choices as everyone needing to do them together.

I've been running it the way you suggest, but only allowing them to take a single stack of ammo when setting out. It's nice to know that someone agrees with me, I was wondering if how I ran it was too harsh. Thank you for your answers.

1. The stores sell harpoonbow shots, see the table on page 64. Of course, that requires the Heirs to find one and be able to communicate with the seller, which is not guaranteed.

I like your idea of letting the Heirs take as much ammo as they want when they set out. Only downside I could see is that they might be tempted to discard items that are not immediately obvious how they would be useful, such as the lens or tar pot. Has that happened to you?

2. The argument against is that ingesting Sand allows the Heirs to inherit memories of their ancestors. But, I agree that gameplay is more important here than flavour.

3. After making the mistake to allow people who had nothing to do during a rest to forage or explore, I agree that splitting turns seems too powerful. 

But, regarding splitting turns, would you allow a split party to split their turns? For example if only half the group fail their morale roll to flee. I've yet had this come up, but I don't know how I would handle this.

Hey! Always glad to chat about this game :)

1. My players joined did a WHOLE lot of pantomime and bartering with Chum before they got an Academic. I bet yours could do the same with the hermits. I should clarify here though that I meant they could fill empty slots, not leave stuff in Manawa. A lot of the most fun stuff has been off of ridiculous use of random starting items, so I definitely wouldn't let them leave stuff behind. For example the horn, which we played  as a bike horn, has now become a key component of Chum leadership and culture after a chance trade in Gen 1. I haven't had to deal with ammo at all though, because my one fisher player got The Deep Queen's Harpoon on Gen 1 and never used their harpoonbow.

2. Yeah, ultimately it comes down to your table. I am fortunate enough to play with good friends, so if something isn't working right I can just talk to them about it and we will change it. Hopefully if you don't like how it's working, you feel comfortable enough to do the same.

3. I have had a bunch of morale rolls come up. For me, I just told them if they wanted to run they had to stick together! Which, unfortunately, is kind of a non-answer to your question. While in a more free-form game I have no issue splitting the party, in something like this with more structured turns and important mapping I did not want to deal with the hassle. I guess if I allowed the party to split up I'd let them split a turn's action into different types. I also might make certain turns take longer though, like 2 turns to explore or give a penalty to forage, given that the whole group isn't executing it together. I'd be curious how it works out if it ends up happening for you!

1. My players did so, with the hermits. So far, they haven't had many empty slots to fill, and have often been forced to leave something behind before setting out. 11 slots fill up quickly with the heirloom, general starting equipment, and the trade equipment.

2. A Rasp of Sand is my (and my players') first old-school module/system, and I don't have a good feeling for balance yet. So I'm cautious about deciding that something works in a way that's disadvantageous to the Heirs. I don't know how this particular ruling is working, as the fisher decided to change to magician soon after we encountered the issue.

3. I've had the group failed their morale rolls by differing amounts a couple of times (and thus being split), but they've been able to find each other again quickly. What's worked for me so far is to let them all declare what they're doing, and then we roll and narrate everything.

It's been a fun guessing game for the players to try to figure out where they are in relation to what they've already explored. Also, them knowing that the generation is over if anyone of them falls also adds some investment into what everyone is doing even when their Heir isn't present.

After some thought, why not allow the Heirs to split turns, but roll an encounter for each action they choose to do? Not splitting turns would be safer, but doing so allows them to do things faster - not usually relevant, but might be if an Heir is poisoned or such. This would also be easy to adapt to a split party - roll one encounter for each location.

hey I'm curious how the turn splitting has been going, if you tried it. My gut said it would quickly kill them but maybe not! My players are in The Trench on Gen 4 and i cut out the "two moves to traverse" rule just because it felt like it would be too much of a slog. I like it thematically but we only play for a couple hours so wanted them to have more progress.