Mars game: Fate rolls, and an example of an encounter.

‘Fate rolls’ will be the standard way of rolling dice in the ‘choose your own adventure’ parts of the game.

The player always rolls an 8-sided dice. However, before rolling, they can spend Luck points if they have them. Each Luck point allows the player to roll an extra dice. The player takes the best single roll rather than adding them up.

Following is an example of an encounter. As you’ll see, there is (hopefully) not one single best choice. Rather, the best choice should depend on the game state at the time. This will, hopefully, increase re-playability – you can’t learn all the right choices to make.

The paragraph numbers aren’t as they’ll be in the game. In the real game they’ll be spread throughout the ‘Events’ section of the rules.

1. A Bedouin caravan crosses your path. You may

  • Ask them for directions – turn to 2.
  • Trade with them – turn to 3.
  • If you have any followers left, you could ask the Bedouin to take them to safety – turn to 4.

2. The Bedouin are happy to give you directions. Make a Fate Roll.

  • 1,2 – gain 1 haad.
  • 3,4 – gain 2 haads.
  • 5,6 – gain 3 haads.
  • 7,8 – gain 4 haads.

You thank them and go on your way. Turn to 6.

3. The Bedouin will buy food from you, paying you 2 shells for a single unit of food.

They will sell you food at a cost of 3 shells per ration.

They will buy jezails from you for [normal cost].

They will sell you jezails at [1 more than cost].

They will not buy or sell any other item.

They will not alter their buying price, but you can try to convince them to sell you food and/or jezails at a lower price. If you want to do this, turn to 5.

Otherwise, trade if you want to, and then turn to 6.

4. Make a Fate Roll.

If the result is under or equal to your followers’ current Morale, they refuse to go. Touched by their loyalty, you may add 2 to your Willpower (to a maximum of 8).

If the result is over your followers’ Morale, half of them (rounded up) do decide to go. Lose that number of followers.

Whatever the result, turn to 6.

5. Make a Fate Roll.

If the result is 8, you become frustrated by the drawn-out haggling and leave without making any trade. Turn to 6.

If the result is less than 8 but higher than your current Willpower, the Bedouin will not alter their price. Cross off a day, and return to 3 (you can attempt to bargain again if you wish).

If the result is equal to or less than your current Willpower, you convince them to lower their price. They will now buy food from you, paying you 2 shells for a single unit of food.

They will sell you food at a cost of 2 shells per ration.

They will buy jezails from you for [normal cost].

They will sell you jezails at [normal cost].

Trade if you want, then turn to 6.

6. [The encounter having concluded, the player continues with rest of the adventure]

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