"little things to do"
things to do
Good things
don’t
happen to good people
Good people
make
good things happen
Good things
don’t
happen to good people
Good people
make
good things happen
tying complex knots is tinkering, or at least it is in my mind
ropes are super important – but in ruins, tinkering's used bunches
doors, traps, devices – and jerry-rigging useful tools on the fly
so make sure you have situations where you ask for specific knots
make sure, if you have specialists, to have locked doors begging for picks
and have some simpler traps or strange devices to fool with, it'll help
climbing is like Schrödinger's cat if unskilled – don't know when you're dead
I think people don't grok: climbing requires prep for 99% of situations
so climbing sans rope is only for the truly skilled or insane
there are many instances where climbing is good for adventure
mountains, castle walls, crevasses, and cliffs overlooking the sea
you should also include pitches in ruins, dungeons, and shortcuts
it always seems so easy – so effortless – like it just takes thrust
but hurting someone is hard to do – and it is variable
most people who get stabbed don't realize – and will die later on
it just feels like impact a lot of the time – punches and pressure
and so, a sneak attack is a way to exacerbate damage
people are unobservant or unprepared so sneak attacks work
opening doors ain't a skill that can improve in lamentations
but nevertheless, it is critical – and should be used often
doors are wedged – with bodies, detritus – and rusted and iced over
doors need prying open – and so, strength and crowbars are always useful
make sure there are doors that need prying – it's a great opportunity
the noise can trigger encounter checks – and make rooms more exciting
languages are critical – and everything can change when you speak
the words - spoken, written, and read: they can make all the difference
talking to sailors, scholars, savages, slaves, whalers, merchants -
and the natives, ruin inscriptions, most books, letters, auctions, war cries -
these all might be in different languages – so a polyglot
a linguist will be useful navigating everyday life here
catching something falling, passing off fake goods, hiding limps and lumps
makeup and disguise, coin flips, die rolls, card tricks – little subtle tricks
sleight of hand, swapping one object for another – grabbing with whips
juggling and dart-throwing – and it is balancing things on your nose
coins falling down fingers like water falls – running on a barrel
snagging fingers on rope – impulsive reflexes, like jack burton
how a structure is built can underlie concerns regarding it
who built this? when was it built? can it support my weight? do I dare?
does this passage slope down, up? does a room's dimensions seem normal?
what can be said of brickwork? - what is gleaned from the soffits and grout?
what is strange?, what is different?, what is critical in this room?
where are things hidden?, where is function built in? - important questions
tracks – how to heat rocks – what to eat and where to find it – surviving
how to produce fire, how to make cordage, and how to clean water
keeping fit, sane – attendance to details – meticulous planning
maintaining, waiting, improvising, timing, inner strength, wisdom
taking each opportunity to better one's situation
additive forces – and using bushcraft is this, it's survival
the structure of noise, how echoes and breathing betray light footsteps
the elements of life being the storage of information
so concealment of that information is quite valuable
see, sneaking and hiding can help change a fight to a cakewalk
avoiding fights conserves all resources, it's a crucial thing
if you want to live, you have to pick your fights, it is life or death
looking for stuff takes time – searching every crack and nook takes effort
see, time is valuable and time spent is sometimes time wasted
maybe sometimes search might not just be for rooms, for shelves, for old walls
maybe search is used for research, for indexes and stacks of books
traps, secrets, the usual trappings that accompany dungeons
searching for them takes time, sometimes time wasted – when time's critical
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