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New Rules and Game Mechanics

We wanted to introduce a few new rules to enhance the narrative features of our West Marches Game. Here is a brief overview of the new rules we will be using:  
Madness
Mididatoco is full of strange and mysterious wonders that challenge the very conceptions of reality for new colonists. To represent this strangeness, some game effects will require characters to make Sanity saving throws. When making a Sanity saving throw, the player will be able to choose to role either an Intelligence, Charisma, or Wisdom Saving throw, unless the DM specifies one or the other based on the situation.   If the character fails the throw, they will be subjected to a short-term, long-term, or indefinite madness effect. See the Madness table for a list of effects.  
Fear and Horror
Similar to the madness, Mididatoco is full of terrifying things. To keep the dark, scary theme, the DM may require players to make a Fear/Horror check. Check out the Fear and Horror article for more details.  
Lingering Injuries

To keep the game gritty and realistic, we are going to use lingering injuries to give our characters some narrative depth and increase the excitement of our intermittent game sessions. When a player is knocked unconscious, they will have to roll on the Lingering Injuries table.

 
Weather

Mididatoco is a harsh, inhospitable world, and the The Glorious Expeditionary Factfinding Force stands on the very frontier of the known world, and every storm or blizzard could spell doom for the fledgling colony.

To represent this peril, and give our games a more atmospheric feel, weather will play a more active role in our game. Each environment or region will have a variety of weather effects, and the DM may choose to roll on the weather table to determine the weather effects impacting the party each day.


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