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Jestermax Headroom's avatar

I think for the most and maybe the intermediately abstract layer physical distance doesn't really matter. The time taken to traverse a cave system depends on a lot of factors totally unrelated to distance. I would just draw the world map like a weighted graph, with the weights being Lumes/time:

1. Slap down some points of interest with no concern for their physical relationship to each other on the page

2. For each connection between two points, roll a die (the size of which simultaneously determines the scale of the world you're simulating) which will equal the lumes to traverse that path.

3. Each Lume you spend in traversal (maybe lumes should be converted to a watch instead of an hour to connect them to this system), roll to see if you come across any particularly intimidating geometry like a sump, and if so, have a hidden roll for an encounter (so the players don't know if the sump will be full of pubescent neurovores or whatever.) The Encounter roll could be combined with the dice drop rules for determining the rest of the geometry of the room.

Maybe the lume count of the path could also plug into the encounter roll so that the short paths are actually more dangerous per lume? (lume count of path gets added to roll. lower results = more dangerous,.) Otherwise players could mathematically determine the safest paths.

Daniel Sumption's avatar

There's something quite enchanting about the idea of rabbit-damaged RPG books, particularly given the lack of further explanation.

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