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Showing posts from January, 2021

Camp: Rest & Recovery

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  I've always found Camp as an interesting part of table top roleplaying games, especially when it is mechanized and serves a practical, strategic purpose. I love strategizing and conspiring about the next thing with fellow players, and camp is a great place to do so.  Camp also allows players brief periods of downtown sprinkled into an adventuring environment. Breaks for the characters can be breaks for the players as well. Camp can also be woven into so many other cogs within the game as well. Today I want to talk about how RedHack handles camp. These are the current iteration of the Camp rules. Looking to the Source Material Basic Dungeons & Dragons (1980-81) - The basic set of Dungeons and Dragons released by TSR in 1981 and edited by Tom Moldvay, included a small section on ‘resting’ while on adventure    “RESTING: After moving for 5 turns, the party must rest for 1 turn. One turn in 6 (one each hour of the adventure) must be spent resting. If characters do not rest, they