been doing a lot of preparation for more adventures into the wilds of "Jimland" ("where anything can happen").
The "Jimland" rules have been given most of my attention, even though there is nothing wrong with them to begin with. I've been heavily influenced by other, older, rules that went with into more variety for expeditions.
So what have I come up with?
Firstly I haven't substantially changed any of the original Jimland rules, but rather I have been adding to them , always with the thought that whatever I add must be simple and in a similar style.
|An Old Glory figure that was repaired|
|The staff had broken off at the hand|
Several new Explorer Skills, Ethnologist, Reporter, Trader and a few new bearer types, a Guide, gun bearer, muleteer and teamster.
New things to purchase:
Medicines for Doctors to get a +1 to their skill.
Express rifles (Elephant guns and large calibre rifles)
Two and four and canoes
To expand the distances into the vastness of my Jimland map Ive added the ability of Missionaries, Doctors and the new Trader to establish posts, all of which have slightly different uses. So expeditions have the ability to establish friendly places in Jimland, namely a Mission, a Hospital and a Trading post.
|I like him much more, now he's whole.|
It seemed strange to me that water wasn't considered in the rules, especially in deserts, so I added some very simple rules for water consumption, but as they only apply in desert conditions then they would be enacted often.
Treasure is also mentioned in the rules, but never expanded upon so I've added rules for it.
Loot is considered as Treasure, but is a full load for a bearer, distinguishing Treasure as small items (10 to a full load), means an Explorer can carry more loot.
Caches are another simple rule I added (with most of the ideas coming from SotN), it's advantages are that bearer loads can be left in the wilds to be picked up later, but with a small chance that they won't be there on returning to it.
|New Event cards and maps ready for new Expeditions.|
The new cards have the usual good, bad and indifferent ideas that help hinder or just give the players a decision to make.
(You may be able to make out some of the cards' script if you click and enlarge the photograph)
|The completed cards|
That's it then for this week, I hope you've found something of interest and as always your comments are both welcomed and appreciated.