Aber warum dann nicht beim Standardsystem bleiben, und einfach die Abzüge für niedrige Clarity auf solche Checks nehmen?!
Es gibt einfach keinen Grund für so etwas auf Clarity zu checken... das Kracht irgendwie mit dem ganzen Rest dieses (und aller anderen) Systeme zusammen.
Hmm ... für mich gehört das irgendwie zum Standard ... es gibt ja diverse Aktionen (=Würfe) bei denen ein niedriger Clarity-Wert das Ergebnis mitbestimmt bzw. es dem Charakter näher legt es anders zu interpretieren.
Aber ich versteh schon was du meinst. Mich stört es halt nicht so. Aber ich schau es mir auch nicht so sehr aus Sicht der Regellogik an, sondern wie es die Geschichte bereichert und sich der Charakter entwickelt.
Ich mach mal ein anderes Beispiel ... bei den Breaking Point (Clarity) geht es mir im Spiel eher darum eine Figur vor die Wahl zu stellen einen umständlichen und komplizierten Weg zu gehen oder sich für einen zu wählen, der leicht zum Ziel führt, aber letztlich weh tut.
Hätte ich einen Spieler dessen Charakter Clarity 10 hat, dann würde ich ihn gerne in eine Situation bringen, in der der Charakter im Konflikt ist, nicht doch in die Hecke gehen.
Oder ... zurück zur Clarity ... wenn sich die Figur zunehmend vom Changeling in eine True Fae verwandelt, dann dominiert zunehmend eine wirre und irre Wahrnehmung. Egal wie aufgebohrt der Charakter ist, wenn die Psyche im Arsch ist, dann war's das.
Nicht falsch verstehen: Ich mag das Buch! Und mit Spielen die ich mag, bin ich halt besonders kritisch! :)
Keine Sorge. Ein kritischer Blick finde ich immer berechtigt ... das sehe ich genauso.
@8t88: Du hast im WW Forum (http://forums.white-wolf.com/default.aspx?g=posts&t=57447) ja auch gestellt ... ich hoffe es ist okay, das auch hier noch einmal aufzugreifen.
Es gab im WW Forum mehrere Beiträge, in der das Thema angeschnitten und diskutiert wurde. Leider gibt es im WW Forum keine vernünftige Suchfunktion, so dass die Beiträge nur sehr schwer wieder auffindbar sind. Aber zumindest einen hatte ich mir markiert:
forums.white-wolf.com/default.aspx?g=posts&t=9402 (http://forums.white-wolf.com/default.aspx?g=posts&t=9402)
Die Antworten von "Cleverest of ThingsClever"
In order to really understand Hedge travel, you have to think of it less in terms of a physical place and more like a sensory experience that happens to resemble a physical place. The actual layout and appearance of the landscape changes from moment to moment, often without any apparent physical warping or anything. A path that led one way a minute ago might lead somewhere else later. Trees appear where there weren't trees before. And, of course, one's thoughts and emotions seem to give some pattern to the mad changes, causing the Hedge to reflect your own spirit.
So, then, think of losing sight of the mortal world as a sensory thing. If you are looking around, you can only see what you are looking at. When you stop looking AT the mortal world, you can't find it anymore--its as if the Hedge pulled it away from you, hid it behind layers of growing things while you weren't looking. This doesn't mean that the Hedge can't use manmade elements in its madness, but they aren't stable points of reference.
Similarly, when travelling through the Hedge, you don't take particular physical routes so much as experiene a similar journey. Paths are well established routes, with predictable adventures and sights along the way. Some parts of the hedge are "off limits" to travel (The Thorns), and other places (The Paths) are stable from repeated use and have become somewhat predictable. In order to follow a particular path, you need to have a general idea of where you're going. Your mind has a lot more to do with travel in the Hedge than your feet--If you don't know where you're going, you might not be able to reach it. There isn't physical geography, so you can't just wander in a direction and hope the Hedge will lead you where you're going. Mortals and changelings can't use the Hedge to reach a different world (The mortal world, Arcadia) unless they have a cohesive idea of where they are going, and even travelling to unknown locations within the Hedge itself is a somewhat unpredictable process. It might take pity on you and lead you where you need to go, or it might lead you into strange and alien places. Travel in the Hedge is based on intent. If you want adventure, the Hedge will lead you there. If you are afraid of fighting, the Hedge might throw you into a fray for fun, or it might send you to a knight that's looking for someone to protect. If you want to get to New Orleans, the Hedge will accomodate you, for a price, or it might lead you somewhere that it thinks is more interesting of a story.
If following familiar paths is repeating a well known journey, travelling through uncharted territory is a strange an alien quest, where things can change unexpectedly and nothing is as it seems. If you lose a stable frame of reference (A gateway to the mortal world or your hollow, or perhaps another landmark), the Hedge's chaos quickly leads you astray. If you try to find stable, realistic, and familiar sights, you might find your way back to the Human World. If you wander onwards in search of the more unusual and wondrous, you travel deeper into the Hedge towards Faerie. Neither of these cases are literal, though they often have sensory elements (Moving far enough away from your door that you can't see it anymore, or moving towards the multicoloured sky in the distance). It is fairly easy to get lost in a shapeshifting landscape that seems to rewrite itself with mischevious intent, often reflecting your own thoughts, moods, and circumstances. If you FEEL lost, the Hedge is very likely to conform to this, even if you weren't really that lost to begin with. If you really press onward, knowing for certain you will eventually come to the hollow of an ally, then you will--if you survive the journey.
Also, the Hedge has a very open minded definition of a destination. A specific person (or kind of person), or even a specific experience or outcome, can be the destination that a Changeling seeks in the Hedge, and the Hedge will form paths and obstacles towards the destination as easily as any other. If an Ogre seeks bloodshed, the Hedge will give him a Journey to reach it. If a lover has lost his partner, he might quest in the Hedge to find her--The Hedge might lead him there, or it might give him a new partner. Even if a Changeling is unaware of these desired destinations (A cannibalistic monster might not actively search for victims, but the Hedge might lead him there anyway), they are valid places of reference in the Hedge's point of view.
So.. the Hedge isn't a place, it's a journey. It's the places, people, and experiences that a person must go through to reach a specific destination. It follows the rules of plot and fate more equally as it does the laws of physics and normalcy. It is most definately a physical experience, but it is also a narrative experience. It is as though the physical world, and most of its rules, are no longer able to protect you from the Story itself. The further from stable and unchanging ideas and places that you are in the Hedge, the more unstable and irrational that the experience becomes, the more it disregards the laws of common sense and science in favour of whatever is interesting or exciting at the time. Finally, when you reach the very edge of the Hedge, the laws of reality give way, to the place where only the self-imposed limitations of the Gentry exist, using the vague imagery of the mortal world. This place is called Faerie.
und "GoldenH"
The core explains it adequately I think, it just hard to understand.
First off you can only keep track of the human world when you are traveling directly between two points, both of which are already formed 'active' gateways between the human world and the hedge. So if you start on earth, and your destination on earth, you may be able to keep sight of the world, but if you start in faerie, or from a hollow, or if your destination is somewhere in the hedge, etc, then you won't be able to since you have 'turned your back on the world.'
The basic mechanic for traveling in the Hedge is a Clarity roll. When you enter the hedge, roll Clarity - if you succeed, you make it to the active gateway closest destination with no problems.
If you fail you have four choices (again, assuming both origin and destination are on earth with no sidetrips):
- head back the way you came.
- make a gateway back to the world right there.
- follow the path, but lose sight of the human world.
- go off the path and keep sight of the human world.
After which you roll Clarity again and see if you got a success, if you do you make it to your destination gateway and return to Earth.
The last option is the most interesting, because you're now traveling through the Hedge, with no hope of finding a path. You'll either reach your destination, at which point you find a gateway and hop through, or you'll decide you have to find a path, in which case your destination has changed and you lose sight of the Earth.
Actually I'm not sure if you lose sight of the Earth when you decide to go off the path, that's up to you. I suppose you might also lose sight of the Earth if you roll a critical failure on the clarity roll (easier than it seems), or if something distracts you enough, but there's no rules for that. If your 'goal' changes from finding your gateway to dealing with some situation you discover, or if you roll any critical failure, are both good guidelines.
So lets say you see some hobgoblins being punished by some slaver, if you ignore them and continue on your way, your goal hasn't changed. But if you stop and free them, it has. On the other hand, if the same hobgoblins are actively blocking you, you can defeat them and pass by, but you can't stay to celebrate or go on any quests for them or your goal will change and correspondingly you lose sight of the Earth.
Anyway, once you've lost sight of the Earth, navigation continues, you make Clarity rolls and hope eventually you succeed and show up at your destination. Finding a gateway home then follows the rules on 218 for Leaving the Hedge, which requires a Clarity roll to get to the destination (if that wasn't your destination all along) and then do the searching Intelligence + Investigation + Wyrd roll.
Of course I might be wrong about something, or you can change things to suit you if you like.
Personally I think Cleverest is a bit wrong. For instance, Paths aren't stable at all, they're constantly changing, and there's no concept of a 'journey' as a set experience to reach a place. That sounds more like something out of Exalted: the Fair Folk. In Changeling, I'd say it's more about Will and Wyrd forcing the Hedge into a shape that suits you. Expecting a path or even a trod to be similar experiences over any kind of timescale is just asking for you to be lead to your doom.
fand ich sehr hilfreich, um mir noch einmal vor Augen zu halten, dass eine Reise durch die Hecke weniger ein physischer Vorgang ist, sondern ein psychodelischer, spiritueller Trip.