| Chuckbab |
Hey everyone!
As I understand it, fatigue is kind of important in the "day-to-day" part of Wormwood Mutiny. Several things can get the PCs fatigued (job, rhum, nightime actions) and it looks like the players are encouraged to deal with it as some kind of gamble (you benefit from staying up late but risk being fatigued on the job the next day).
I also understand there is a "go to bed early" nighttime action, which seems to imply that recovering from fatigue is not automatic if you don't use that action.
Here's a transcript from the AP:
Each PC can normally take two ship actions each
day, one during the day and one at night. A PC can also
attempt to take up to two additional ship actions during
the middle watch in the dead of night (any nighttime ship
action marked with an asterisk), but to do so the PC must
make a successful Constitution check (DC 10, +4 per extra
ship action taken) or be fatigued for the next day.
So, how did you deal with fatigue? When did the PCs roll to overcome it, when was it automatic, etc.
Thanks for your input!
| Cevah |
Our group did it by the book AP.
Some got fatigued, but I don't recall anyone getting exhausted. I know my character was careful to not drink the rum, as it was too risky. It helps that I don't drink in real life. Usually, I slipped my ration into another's cup or over the side of the ship.
We ran the day to day fairly quickly, and the biggest RP was converting the crew to our side. We got everyone that did not have 'not gonna happen' in the GM notes.
I am not sure if we stopped the skill checks after
/cevah