[X] Plan The tortoise and the hare

Bit sad to see that we choose to not eat the ball but it is what it is. Also we should get rolling on those survival skills cause homeless 10 year olds (excluding legendary peeps like Billy batson and sparrow) don't tend to last all that long on thier own once something comes after them.
 
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The two actions actually means two total. Stacking actions counts as however many you stack. So your plan would use four actions.

Also you guys are still in Indiana right now. I'm not going to play exact as far as location and travel time goes, but well... Nevada is the end goal lol. I may or may not take out the more freeform travelling bit and switch to a more constricted narrative approach depending on how this turns out.

Editing to double food then. We hitchhike after we stop starving
 
[X] Plan There are better ways to die than crossing Nevada by day
-[X] Travel by night
-[X] Spend about 10 hours travelling. Hard, but doable. 2 actions available, 2 encounter rolls.
-[X] Get food and water x2

Something important to keep in mind, gathering actions can fail. Meaning that without multiple gathering actions, a bad roll could set us right in the negatives. Similarly, we're going to need at least a little stockpile before we can reliably do other things without needing to worry about constantly restocking.
 
[X] Plan There are better ways to die than crossing Nevada by day
-[X] Travel by night
-[X] Spend about 10 hours travelling. Hard, but doable. 2 actions available, 2 encounter rolls.
-[X] Get food and water x2


Doubling up on food until we have some stockpile will be important. Starving would make traveling much much worse.
 
[X] Plan There are better ways to die than crossing Nevada by day
-[X] Travel by night
-[X] Spend about 10 hours travelling. Hard, but doable. 2 actions available, 2 encounter rolls.
-[X] Get food and water x2
 
[X] Plan There are better ways to die than crossing Nevada by day
-[X] Travel by night
-[X] Spend about 10 hours travelling. Hard, but doable. 2 actions available, 2 encounter rolls.
-[X] Get food and water x2
 
Let's call the vote here. I'll get the update out when I can. Depending on rolls I may try out a more narrative style and see how that works out.
Adhoc vote count started by WildCardFool on Jan 22, 2019 at 7:27 PM, finished with 34 posts and 9 votes.

  • [X] Plan There are better ways to die than crossing Nevada by day
    -[X] Travel by night
    -[X] Spend about 10 hours travelling. Hard, but doable. 2 actions available, 2 encounter rolls.
    -[X] Get food and water x2
    [X] Plan The tortoise and the hare
    [X] Travel by day
    [X] Spend about 6 hours travelling. An easy day. 4 actions available, 4 encounter rolls.
    [X] Try to hitchhike
    [X] Get food and water
    [X] Train a stat
    -[X] Endurance
    [X] Train a skill
    -[X] Survival
    [X] Plan The tortoise and the hare
 
Trying Not to Starve
[X] Plan There are better ways to die than crossing Nevada by day
-[X] Travel by night
-[X] Spend about 10 hours travelling. Hard, but doable. 2 actions available, 2 encounter rolls.
-[X] Get food and water x2

Food roll: 2
Food roll: 20

Encounter roll: 15
Encounter roll: 9

Maybe it's just the night, but getting food and water is hard. Seriously hard. You try to keep an eye out for animals as you walk, but this just isn't your day. Nothing. Maybe you're too close to the road?

Speaking of which, at this point you're pretty sure that the road is the only thing keeping you going. Your stomach clenches, and you vaguely recall that after a long time of no food the stomach acids begin to eat away at the stomach itself. Or was that just another scary story you were told?

It's hard enough to distinguish when there are other friendly travellers almost literally spoon-feeding you the information. But now? When you're so hungry you break off any long pieces of grass you happen to see just to chew on? Thinking is hopeless. Thinking takes energy.

Opening your sack and taking a look gives you nothing useful either. It's exactly what it looks like: an empty sack carrying your worn map, empty canteen, and a couple of changes of far-too-large clothes. Your only possessions.

No food though. Not even when you swipe a finger across the bottom hoping for crumbs. Drat.

The night is quiet, thankfully enough. Quiet enough that you think you would be able to tell if anybody was following you.

The hunger gnaws at you. The moon laughs.

Rations: 0 - 1 = -1

Finally, you break.

If there's one thing Indiana has (besides roads) it's corn. You feel bad for it, but really, as long as you only take a little bit from each field who's going to miss it? In fact, wild animals probably steal more in a day from one farm than you have in total.

+2 rations gained.

1 ration total.

The corn does taste good, but you try to at least pretend that you hate the taste. That you're only eating it out of necessity.

It helps. A little.

Of course, now you're worried about angry farmers chasing you in addition to the scary ghost people already after you. It's silly, you know. But you can't help but buy into it.

Every rustle of corn has you jumping, every distant bark from a farm dog has you scurrying across the road. The poor lighting makes things worse, enhancing every shadow.

You can't lie to yourself anymore: you're really, really scared. And nothing you try helps.

Nevertheless, with your sack full of a little extra corn, you're refuelled. A similar stroke of luck finds you an old pump in the front yard of some old ranch house. When you try the pump water comes out, and there's no trace of any brown rust no matter how hard you strain your eyes.

Water has never tasted so good.

Of course, a light flickering on in the house has you dashing off, sloppily screwing the top back on your canteen while desperately trying not to spill too much.

It's rather obvious to you that you can't relax. You're on the run, and the feeling of eyes watching your back hasn't gone away. Are you paranoid? Or is there actually someone watching you? The thought has you quicken your pace more times than you care to admit, even to yourself.

Occasionally a breeze will blow by, just big enough to be audible. A soft whisper. When you were just leisurely wandering the country, you used to pretend that the winds carried spirits, and you'd have conversations with them.

None of that comfort is available now, and each breeze kicks up a cloud of dust that has you straining your senses for followers.

The road you follow stands alone, so whenever you hear a car coming you have enough time to bodily throw yourself behind a bush. When you arrange yourself just right and angle your sack just so, it looks as if there's just an old backpack thrown into a bush.

Thankfully the number of times you need to do this isn't that large. You must have lucked out with a relatively unused freeway. Still, you don't get away without a few scrapes and cuts. Nothing licking your finger and rubbing away won't fix.

It's a couple of hours into the night now, and you're starting to slow down. That's when you see it, of course. A big, bold sign.
The wave of relief that washes over you is really, really nice. So nice in fact that you pass out under a tree nearby, nicely hidden by your bag. You're in Illinois now, after all. You're making progress, right?

As it stands, when you wake up to the sun grinning maniacally, you realize that you have a problem. You don't really know where to go from here. Your corn will last you one more day, but after that you don't know what you'll do.

And the bad guys are still after you. In Illinois, prairie country, you can see everything around you for what seems like forever. There isn't as much farmland either, not like Indiana.

Of course, you're hoping to see more traffic in Illinois, and you also remember that Illinois has some big cities. Chicago in particular was supposed to be super big. Maybe you can get help from some DWMA people there? Does the DWMA even do regional branches?

Not to mention the stories you've heard about the big cities. Violence, gangs, and kidnappings. All reasons why you tried to avoid big cities when you could. But now, that may just be your ticket to safety.

Then again, if you stuck it out travelling you'd avoid any bad guys in the city. It might save you a real headache. Of course, it could also be a load of trouble too.

Hmm… Decisions, decisions...

[] Head to Chicago
[] Keep on going buster

This vote is to decide where to go, and will lead into my experimentation with a more narrative-based quest. Of course I'm not going to ditch the mechanics we've started working with, they'll just become slightly less prominent.
 
[X] Head to Chicago

If we weren't being chased I'd say Chicago as well, but for now it's probably best to keep going and avoid being seen.

Edit changed vote
 
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[X] Head to Chicago

It is not necessarily any easier for our hunters to find us in a city than in the wide open plains, and it may be harder if they are not social monsters.
 
[X] Head to Chicago

Honestly hopping on the bandwagon here, but cities will probably have more interesting people to meet.
 
Billy Anderson
[X] Head to Chicago

Trip to Chicago: 19

Mind made up to head to Chicago, you head out, making sure to stick to the road. Your main concern at the moment is being followed. You don't know the first thing about stealth, and even if you try to walk quietly (you don't) you don't know the first thing about walking without leaving a trace of your presence. That always seemed like something that Ninjas do.

Aaaand, now you want to be a ninja again. Maybe later, once you weren't being hunted down.

Gained Skill: Stealth: 0

The road is decently quiet, and you manage a good pace for the first couple of hours. Before you know it, the sun is blazing brightly above you and your stomach is telling you it's lunchtime.

You find a nice tree for shade next to the road and you've just sat down when a truck comes to a rolling stop next to you. The window rolls down to let the driver stick his head out.

He's big in the kind of stereotypically American way, and his tattoos are intimidating. But as he taps his cigarette against his door he gives you a big smile, tilting down his sunglasses so that he can make direct eye contact with you.

With the window rolled down as it is you can barely make out the hints of a beer belly. Or at least, what you'd think was a beer belly if not for the obviously bulging muscles on his arms. Maybe he just worked out and only worked on his arms? He doesn't really look like a fighter, but in this world you can never be too sure…

Aha! You have it! With the tattoos on his arms, he had to have been in the mafia! Working his way up, he eventually got to the top where he decided that the underworld wasn't worth it anymore! There was probably this really climactic final battle and everything. Sounds like something out of those radio shows you would catch if you were lucky enough to be with other wanderers that just so happened to have one.

"Ahem," he coughs. You jolt a little bit, looking away as you realize that you've been staring at him. "You, uh- you just travelling alone, or did you lose your parents? Run away maybe?"

"No, nothing like that, I promise!" Why, you oughta be offended! Seriously, what kind of people actually run away from their homes? A bed, food, and a place to come back to? You've almost considered killing for that in the past. "I… don't know who my parents are though."

The man considers you for a moment. You think you can see the thought rolling around in his mind, not that you know what it is. It bounces back and forth, going from idea to idea. There's an uneasy silence, the kind where the both of you are considering things. You know that you're trying to figure him out, but what exactly is he thinking about?

He tilts his head and hums, a low thing. It's familiar. You do it sometimes too, usually when you're thinking really really hard about something. Is he… is he trying to figure you out too? The thought is a little jarring, although flattering too.

"This world," he starts and pauses, trying to piece the words together, "isn't exactly the kind of place where you see little girls like yourself all alone in the wilderness. Chances are, they're either evil souls or witches. Now, I didn't get where I am now by being afraid, so I'm just going to ask. Why are you here?"

Oh. He thought you were… Oh. You wince at the thought, "I'm not one of those, I swear!" You wave your hands in the air to emphasize your point. "Ah, my corn!" You lunge to the side, managing to catch a stray kernel that got flung off in your enthusiasm. Hurriedly, you stuff it into your mouth to make sure it can't get lost again.

"I just need to get to Chicago, so here I am, walking to Chicago. That's not so weird. Right…?"

His head sags a little, and you think he's whispering something under his breath. "Alright, as it so happens to turn out, I'm heading to Chicago right now on a delivery," he points back with his thumb towards his truck. "I can take you there, if you want."

"Girl, is your head ok? I think you're going to break your neck if you keep that up," he says. Belatedly you realize that you had already started nodding before he even finished his sentence. You throw your corn into your back and walk over, getting in the passenger seat.

A pout makes its way on your face as you finish buckling up. Your feet aren't touching the floor. It wasn't exactly a surprise that you were short. The stress of constant travelling and the occasional struggle for any food, let alone healthy food, hasn't done wonders for your growth. But that would change soon!

Your legs swing, almost kicks really as you try to somehow get them to touch the floor.

"So you're not afraid huh?" the man asks, "I could also be an evil soul, or just a bad person you know?"

You freeze. "Ah." Robotically you turn your head to face him, eyes locking with his sunglasses. "But you aren't, right?" Nervously you laugh.

"No, I'm not…" he sighs again, "Anyways, the name's Billy Anderson, truck driver."

You gingerly take his extended hand, "My name's Bethany Olson. Nice to meet you Mr. Billy."

The truck ride lasts for all of two hours. In general the two of you are lucky with traffic, and although you never tell Billy that you're being chased, you get the feeling that he knows at least a little bit. It's a nice feeling, being able to just relax with somebody else that cares even a little bit.

The trip is filled with the occasional small chatter between the two. You learn about Billy, his stint in the army and how he's a truck driver because of how much he loves being able to just travel. In turn, you talk to him about some of the other wanderers you've met, the places you've been, and the stories that you've heard.

In all honesty he probably already knows most of them. But he tells you new ones that you certainly haven't heard, and you treasure those.

Before you know it, you're pulling up to the truck stop where he'll be letting you off. The time had been filled up with chatter, songs, and even games, up to the point where there had just been too much and the two hours had burst, finishing before the experience fully sunk in for you.

It's a shame.

"Well, we're here now. Downtown is that way," he points further down the street, "Just go towards the giant tower there. That's the Sears Tower, and pretty much everyone knows where it is." You nod, staring furiously at the pointed out skyscraper to etch it into your memory.

"And whatever you do, the city is different from what you've experienced so far. People can be nice, but they can be really… really mean too. Okay?" "Mn," you acknowledge.

"Finally… Here's my business card. I'm part of a Union, and if you ever need to just talk or need to get a ride somewhere I'll see what I can do," he pushes the card into your hand. You take it and put it all the way in the bottom of your sack, right with the Skull Badge.

Item Gained: Billy Anderson's Card- Roll 1d20. With a 5 and over, he'll pick up. You can then either talk with him or ask for a ride somewhere. Roll 1d20 with modifiers depending on current location and destination. Depending on the result, he may be able to arrange a ride either part of the way or all the way there. If you have a phone of course.

You ignore the fact that you don't have a phone and wipe the sweat that's dripped into your eyes. With a battle cry that's totally a battle cry you crash into Billy, hugging him as hard as you can.

"Alright kid, better get going before it gets dark," Billy hugs you back and then walks away to go inside.

Now you're in Chicago, and it's time for the next step of your plan. Which is, uh…

Hm.

You didn't think this through. Or rather, you figured that your best option was to go to Chicago. Of course, now you have to figure out how to make your way to help.

The obvious option would be to find the DWMA branch here. And the obvious problem would actually be twofold. One, you had no idea where it was, and Chicago is a big enough city that attempts to get directions probably wouldn't help. Two, going straight to the DWMA would be obvious to your pursuers as well.

The next solution that you've thought of would be to find a place to bunker down and familiarize yourself with the city first. Once you did, you'd be able to try and get to the DWMA in a roundabout enough fashion that you wouldn't be found out immediately. There are tons of little girls in Chicago right? If you just put on some different clothes, you'd probably look entirely different!

But if you did this, you'd also need to worry about getting food in the long-run and making sure that any of the bad guys looking literally anywhere else in the city won't find you. You're pretty sure that they'll station most of their people around the DWMA branch here. But that assumes that they only have that many people. There could be more of them…

[] Rush towards the DWMA
[] Find a place and turtle up


Just as I thought, dialogue and other characters really help spruce up the update.

In any case, you guys could view this as both a tactical choice as well as a playstyle choice. The playstyle thing is between the narrative (DWMA rush) or the more turn-based (turtling) although both of these are temporary, and I'll let you guys switch between them most probably between story arcs and such. Still thinking that through.

So having tried out both styles, I think that while I like narrative better, the turn-based is kind of needed for you guys to build up your stats and skills. Might try adding in a kind of level-up thing where you train stats and skills by using them, we'll see.

Anyways, as always feedback is very much appreciated. I'm trying to strike this weird balance narratively between the ten year old child Bethany, and the wanderer in this insane world Bethany. It's interesting to play with, but hard to write without coming off as too disjointed.
 
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[X] Find a place and turtle up
-[X] Keep an eye out for DWMA students in the city. That might get you past any watchers
 
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