Resting in Hell Jumpers
When I made this blog, I wanted a place to rant and organize my thoughts in progress (hence the name @happy-hat-makes-a-game), so that's exactly what I'm going to do. I'm going to tag take @astralfrontier on their word, I apologize if you didn't meant it like this, I won't do it again (unless you are ok witht this.)
The way I imagine my TTRPG to work is as follows: players' airship arrives at the location, players make a dive to the surface, land and the action starts.
From here, players will have to overcome obstacles by making decisions and rolling checks, possibly gaining Scratches for minor failures and Injuries for major.
They can also spend Scratches and Injuries to re-roll a failed check. By re–rolling a check they also generate Willpower/Adrenaline (Not decided on a name yet), which can be spend to activate special abilities.
Now I need to figure out how to handle resting and recovery (healing Scratches and Injuries). Specifically, how to incentivize players to not stop and rest for every tiny scratch?
One approach is to attach some cost to to resting, which there are plenty of ways to interpret:
Loosing Willpower/Adrenaline - perfect for use-it-or-loose-it, but I don't think it'd be enough alone.
Costing supplies (I like this the most) - just like in the book (Hell Divers) they could bring some small amount of supplies on them, and have the rest dropped in in a crate. Which opens possibilities that the crate might land in some hard to access spot and/or some locals found it first.
Safe places - resting could only be done at safe places, that includes not just places where monster's doesn't lurk, but also environmental hazards like toxic spores and radiation in the air.
Time - many systems state that resting takes time, which is reasonable, but what that means is often left vague. Either it's so there was a time players could get jumped by monsters (so same as point Safe place above) or they are operating on some sort of a time limit. Which is nice, but I don't imagine how to make it a general rule and what would be the consequences for time running out. Hollows do something similar where resting advances the Doom track making the monsters stronger, but I don't think it would fit my setting, where the monsters on the surface are just doing their own thing - hunting and being territorial, unrelated to players presence.
The opposite approach is reward players for not resting, although here's where I'm not sure what to reward the players with with satisfactory in-universe explanation.










