Image: Breath of the Wild Study 3 by Anato Finnstark

I spent quite some time during the recent holidays working on a new hexcrawl setting, as a sort of ‘happy place’. Inspired by the tone of Breath of the Wild and Dragon Quest, I set out to create world of ‘adventure is exciting!’ and ‘travel is a wondrous thing to do!’.

I used Block, Dodge, Parry as my base engine, because of course I did, and since it’s essentially an ‘expansion’ of Cairn, I dove into Yochai Gal’s WIP Cairn 2e Wilderness Exploration rules. I personally love them, and I’m really excited to see where they go next!

I run my games in Foundry, and I’ve been eager to try out Ripper93’s amazing Gathering and Crafting modules, so tinkering I went. I finally settled on not using the Gathering module and keeping the crafting very simple, but along the way, I came up with some simple modifications to Yochai’s rules that I thought I’d share.

Gathering

Characters can hunt, fish, or forage for food, each participant collecting 1d4 rations worth (maximum 3 qty per slot).

The ‘Supply’ Action, Cairn 2e WIP rules

I’m going to split this up into multiple specific activities, and link certain activities to required tools. These tools take up inventory space, which ties into the core Fatigue/Inventory mechanic at the heart of Cairn.

A character with relevant experience or equipment increases the supplies discovered by one or two steps (i.e. 1d4 becomes 1d6, etc.).

The ‘Supply’ Action, Cairn 2e WIP rules

Nice and simple! I’m going to use this same ‘ladder’ (1 – 1d4 – 1d6 – 1d8 – 1d10) to account for various terrain types. This makes picking the right tools for the job an interesting choice to make before you head out.

Hunting

Hunting requires a bow and will get you raw meat. Raw meat is not edible unless prepared at a campfire with cooking pots (1 inventory slot). Raw meat takes up 1 regular inventory slot.

Foraging

Foraging requires no special tools, and will get you Fruits & Vegetables. 1 ‘serving’ of Fruits & Vegetables takes up 1 regular inventory slot, and can be eaten raw. Consuming it counts as a meal for the purpose of preventing deprivation.

Fishing

Fishing requires a fishing rod (1 inventory slot) and will get you raw fish, which takes up 1 inventory slot and can also not be eaten raw.

Various Terrains

Terrain TypeHuntingForagingFishing
Plains1d41d41
Hills11x
Forest1d61d61
Swamp11d61d4
Mountains11x
Desert1xx
The returns for a single Supply action. Note that characters who are skilled at a certain activity, ‘upgrade’ their spoils 1 tier (d4 >d6)

Cooking & Eating

  • Raw Fish can be prepared at a campfire with cooking pots to make Grilled Fish. Eating Grilled Fish counts as a meal, and removes 1 Fatigue.
  • Raw Meat can be prepared at a campfire with cooking pots to make Grilled Meat. Eating Grilled Meat counts as a meal, and removes 1 Fatigue.
  • Fruits & Vegetables only counts as a meal, and does not remove Fatigue.
  • However, cooking Grilled Meat or Grilled Fish together with Fruits & Vegetables makes for a Tasty Meal, which removes all Fatigue.

While you will likely prepare these meals at the camp where you will also spend the night (and thus remove all your Fatigue), a Tasty Meal can be invaluable to preserve for later – when you’re in some deep dark dungeon, where sleeping is out of the question.


What do you think of these rules? Too simple? Needs a bit more salt? Let me know!

10 responses to “If You Smell What The Party Is Cooking – Gathering & Crafting in Cairn”

  1. Stoked to hear more about this hexcrawl setting. That vibe is very much what I want in my games. =)

  2. Where are you getting your fish if you can’t eat them fresh from the water?! Haha

    But yeah, all in all this is really cool. The only change I’d make is to swap “tasty meal” for “balanced meal”, but that’s because my own food tastes vary so much with other players’.

    I can also imagine some really lovely lonely-fun being had writing the food lists for different areas on my maps: the Uphills of Ashek are rich in thickskin pears, while Thorn Valley is known for its nuts.

  3. […] my previous post, I already lauded Cairn’s WIP 2e Wilderness Exploration rules. They got me thinking – […]

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  5. This sounds like it would fit great in my homebrew system, which is mostly based on Errant. Errant, unlike Cairn, only allows you to remove 1 Exhaustion per night’s rest. So this tasty meal would be a great boon to the players.

    1. Errant is an amazing system! I find myself inspired by it quite often 🙂

  6. Hey DG, just sliding in to say that I absolutely love what you’ve done here. I’ve been caught in a bind with hunting/gathering rules, on one hand I’m after some sort of simulation, but one that isn’t going to be a chore to use at the table. This is wonderfully elegant, simple enough that it’s going to be easy to remember with just enough mechanical crunch to make it meaningful; deciding if you’re going to carry a fishing rod or cooking pot for example.

    Well done. Really enjoyed BDP too. Great stuff.

    1. I’m happy you enjoy it! I might revisit/expand on this a bit in the future, but until then, it’s good to know that it’s being used!

      1. I’d be really interested to see what your expansion looks like, but if I may, one of the things that I like about this is that it isn’t too expansive.

        Prior to finding your re-supply system I was looking closely at several other systems, but mainly Free Leagues T2K’s system, which I believe is also featured in Forbidden Lands as well as the new Walking Dead game. First impression is I love the outdoor survival stuff and really want to include it in my game, but upon deeper consideration, I’m not sure that I want to deal with mid level survival mechanic crunch in that area – there’s a lot of (too many?) bespoke elements to remember or consider, I can envisage practically at the game table I’ll spend much of my time with my head in a book referencing the rules when what I want is a spring board so that I can confidently make a best guess instead.

        I really want survival to exist and be meaningful in my game, but the way many of the more complex games present it have it (nearly!) as crunchy as combat… and that is a level of commitment I don’t think it deserves.

        It needs to be meaningful, but quick to resolve!

        Cairn seems to have succeeded at a sweet spot by making everything about inventory and simple ration depletion. Your hunting/foraging system expands on rations just enough and gives finding food in the wild just enough attention to make it an interesting component for the players to deal with but most importantly is resolved very quickly.

        Just to add; I thought adding Tasty Food was a little moment of genius and have subsequently tweaked my rest system to be more like Errant because of it – small meaningful changes which have a big impact to how the game is played. I’ve also integrated the food options you have presented into my in-game economy, so players can choose to buy all that is on offer at a town, or hunt it instead.

        Sorry, this went on longer than I expected… I like to ramble!

      2. I totally agree! An ‘expansion’ would be more about ‘widening’ the system; for instance, mining ore or looking for herbs. I think I can also tie it into the Wounds system – foraging for mushrooms that heal burns, for instance.

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