"I sometimes think the most wonderful achievement of our tremendous civilization was food—its inconceivable abundance, its infinite variety, its marvellous delicacy. O my grandsons, life was life in those days, when we had such wonderful things to eat." ~
The Scarlet Plague by Jack London
Travel rations are useful. They take up inventory slots, they cost resources and, more importantly, they keep the PCs from starving.
Travel rations are necessary. In my system, PCs reduce their Exhaustion by 1d3 if they take a quick break, or 1d6 if they decide to eat a ration while resting. Regarding long rests, the PCs need to have a meal (a travel ration will do) and a good night's sleep in a safe place to completely eliminate their Exhaustion (if they don't eat dinner, they only reduce 1d6 Exhaustion ).
Travel rations are boring. They can be dull and gamey and can quickly become another checkbox to tick.
Skerples and his Monster Menu-All solve the third problem by providing some texture to the act of eating while encouraging players to experiment with anything remotely edible. If you have ever wondered what the taste of owlbear meat is or what the consequence of munching on a Beholder's eyestalk are, go check his pdf now.
Similarly, Occultesque's rules for eating good in the dungeonhood provide a solid framework that account for the healing aspects of eating. In addition, his approach encourages the players to hunt or find different kinds of unique ingredients, increasing thus the potential for meaningful gameplay and memorable experiences.
However, quite often food is only a part of the experience of eating. A pleasant location, stimulating conversation, the company of others, all these elements can enhance a good meal and turn it into a feast... or ruin it completely. Additionally, eating can be a wonderful opportunity to introduce some world-building into the sessions: where does this wine come from? Where can we find more of this spice? Who can fix our lovely tablecloth?
For these reasons, I present to you...
Four Secrets to a Wondrous Feast
Paul Mafayon |
1. Food
Freshly picked, from a recent hunt or very well preserved. For every unique ingredient in your feast, roll 1d6. Reduce your Exhaustion by [Highest]+[ingredients]. A feast requires 1 serving per reveler. Use your judgement, but here's a suggestions: a handful of berries-> 1 serving, a rabbit -> 2 servings, a wild boar -> 4 servings
Note: instead of HP, my system uses Exhaustion, which works more or less like inverse HP. When a PC suffers damage, they accrue Exhaustion instead. Once Exhaustion has reached a certain Threshold, they start to suffer injuries. If a PC accumulates Exhaustion equal to double their Threshold, the next hit kills them.
2. Preparation
Each method has its own advantages and quirks. Be ready to fill your backpack with pots, pans and more strange utensils.3. SpicesRare herbs, scented oils, powerful salts... they enhance taste and awaken the senses. Typically come in small tubes of metal (1/3 Inventory slot). Each container can store up to 3 servings.4. LuxuryA song, a poem, a nice table cloth, a lute concert... Luxuries ease the mind and are usually expensive.
If all four elements are present, the ultimate gastronomical experience is achieved and each player can choose one of the following:
- Reduce 1d6 Exhaustion.
- Reduce 1 stress.
- -1 Severity to one of your wounds.
- Unlock the FEAST benefit of one of the Foods for the next vigil (12 hours)
Elements of a Wondrous Feast
1d6 Foods - Delicious and Nourishing
- Crimson Serpent Stripes. Tough and sinewy, faint sanguine taste. FEAST: You can smell blood with your tongue in a 30' radius.
- Salamander Tail. Rubbery grey meat with a crunchy core. Smoky flavor with an ashen aftertaste. FEAST: You can breath a smoke cloud the size of a small cottage. You can do this once.
- Dire Opossum Liver. Rock hard and bitter. FEAST: +4 vs poison.
- Twin Beasts Cerebellum. Unnervingly soft and bland, slight feeling of déjà vu. FEAST: If two or more people share this meal, they can see and hear what the others experience for the next watch. This can be quite overwhelming for the untrained mind.
- Tucuran Gossamer Wings. Brittle and flexible, faint pleads for mercy flood your ears as the wings melt in your mouth. FEAST: You can let out an otherworldly screech (everyone, including you, must pass a Presence test or become stunned for one round, roll for encounters). You can do this once.
- Wild Winterberries. Ice blue and hard, they pop in your mouth releasing a wave of cold. FEAST: Keeps you warm regardless of weather or environmental conditions.
1d6 Preparations - Tools & Utensils
- Pots & Pans. 3 Inventory slots, can be carried by multiple people. Your run of the mill cooking utensils, although somewhat chipped and rusty.
- Cauldron. 2 Inventory slots. Heavy and solid, requires water to work.
- Spit Roaster. 2 Inventory slots. Requires someone to be working the spit all the time.
- Iron Steam Cooker. 3 Inventory slots. Healthy food wherever you go. Reduce 1 exhaustion.
- Cooking Pit. A hole in the ground with some rocks lining the walls. Takes a half watch (2 to 3 hours) to build.
- Smoker. 4 Inventory slots. It can also be used to smoke meat and other foods to turn them to travel rations. While these don't provide the benefits of a feast, they still keep you alive and fed.
1d6 Spices - Awaken your Senses
- Wild Fennel Pollen. Bright yellow, anise-flavored. Enhances sight and awareness. +1 Intuition for the rest of the day. You cannot be surprised.
- Nightspice. Deep black seeds, tiny as a mote of dust. Taste of bitter deception and then nothing. +2 Stealth and deception rolls for the rest of the day.
- Crushed Boldo Leaves. Stark green, release a pale watery substance when crushed. Counts as your daily water intake.
- Powdered Pensive Root. Made with the indigo roots of an elusive mnemotree. Clears the mind and expands your thoughts. +1 Memory for the rest of the day.
- Dried Saffron Stigmata. Harmless, unmoving scarlet stalks. Taste of oxide and remorse. +1 critical chance vs vascular creatures for the rest of the day.
- Purple Cosmos Petals. Strangely cold and eerie, taste of sweet licorice. For the rest of the day, you can fight in the dark without penalties as long as at least one star is visible in the night sky.
1d6 Luxuries - A Memorable Experience
- Embroidered Tablecloth. 1 Inventory slot. Flowery motives, exquisitely woven by the Scarlet Daughters from the Weaver's Burg. Reduces 1d3 stress. When the feast is over, everyone roll Skill. On a failure, someone dropped some sauce on the tablecloth or wiped their hands with the seams. Cannot be used again until properly washed.
- Bottle of Frisian Blood Wine. 1 Inventory slot. Made with wild grapes from the Frisian colonies. Extremely expensive (1 solidus) due to the deadly process of harvesting the mega grapes in the untended Frisian wine yards. Blood red syrup, tastes like survival and triumph. Gain +2 Attack and 1 Inebriation Die for the rest of the day.
- Box of Cinerean Custard Puffs. 1 Inventory slot. Preserved in box of sturdy ashwood from the Cinder Groves. Deafeningly sweet, thick and creamy custard. Paper-thin flakes of ash from the disintegrating box crown the puffs. Tastes like honey and smoked timber. -1 stress. Pass a Vitality roll or suffer 1 Bloat (takes up 1 inventory slot, goes away at the end of the day).
- Lyrical Ballad. 1 Memory slot. Typically a tale of ancient hunters and their inspiring deeds, describing a fierce battle against a Dreadful Beast. The singer must roll Presence. On a success, everyone is pleased and reduces 1d3 stress. On a failure, everyone reduces 1 stress and you gain 1 stress.
- Book of Tales. 1 Inventory slot. The stories tend to share a common theme and their tone may range from cautionary to humorous. It typically contains 1d6+1 tales, although length may vary from author to author. Each story takes 1 watch to read (between three and six hours) and every listener reduces 1 stress. When all the tales have been read or heard, an additional effect takes place depending on the book. This can only happen once.
- A Beautiful Vista. A silent clearing in the forest, a mossy overhang overlooking the dense canopy, an ancient mural or tapestry, the awe-inspiring ruins of a long gone era... These require more improvisation on the part of both players and GM, but should typically involve an ability test or the use of resources to reach safely and without further complications. Reduce 1d3 stress. Each vista may have its own unique benefits.
Julien Gauthier |
Feast Condensed Rules
FoodFreshly picked, from a recent hunt or very well preserved. A feast requires 1 serving per reveler. Use your judgement, but here's a suggestions: a handful of berries-> 1 serving, a rabbit -> 2 servings, a wild boar -> 4 servingsBenefit: For every unique ingredient in your feast, roll 1d6. Reduce your Exhaustion by the highest result.PreparationBe ready to fill your backpack with pots, pans and more strange utensils.Benefit: reduce 1 Exhaustion for every unique ingredient.SpicesRare herbs, scented oils, powerful salts... they enhance taste and awaken the senses. Typically come in small tubes of metal (1/3 Inventory slot). Each container can store up to 3 servings.Benefit: Advantage on your next Initiative roll.LuxuryA song, a poem, a nice table cloth, a lute concert... Luxuries ease the mind and are usually expensive. Benefit: -1d3 stress.
If all four elements are present, the ultimate gastronomical experience is achieved and each player can choose one of the following:
- Reduce 1d6 Exhaustion.
- Reduce 1 stress.
- -1 Severity to one of your wounds.
Thoughts & Design Notes
As usual, this feels way too bloated and fiddly, but then again, GM and players can choose to engage with these rules in however fashion they prefer. If you like the idea of spices but you can't find a place for the other elements in your campaign, then choose or create your favorite spices and throw the rest out the window. Similarly, if you like the idea of rewarding exploration with something other than experience points or loot, you can expand on the vistas.
While at the beginning I was worried that preparing a feast would slow down the flow of the session, I now believe that to be a key part of the experience. Let the players decide who is going to start the fire, who should prepare the dishes, think about the best spices to use or whether they should try to climb that cliff to have lunch on top of that mossy outcrop. Let them pause and enjoy.
Regardless, this has been a fun and creative exercise that has motivated me to think about world-building in a more down to earth way. Until I wrote this post, the Cinder Groves were a nebulous thought in my mind and the Frisian Colonies weren't even a thing. Now they are definite places for the PC to adventure into, with their own set of troubles and tribulations and, of course, rewards. On another note, I can definitely see a lateral advancement system built around the idea of felling perilous beasts and consuming their flesh in a ritual to unlock the wondrous magics trapped within their flesh.
Anyway, thank you for reading, reveler.
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