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	<title>Grim Voyaging - Revision history</title>
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	<updated>2026-04-04T11:37:07Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://uh.camlarp.co.uk/w/index.php?title=Grim_Voyaging&amp;diff=261&amp;oldid=prev</id>
		<title>Felix: Created page with &quot;&#039;&#039;&#039;Grim Voyaging&#039;&#039;&#039;  The Grim Bay in the village’s southeast is bounded not by mist, but by sea-fog. It is - the same material, but somehow made different by the presence of the ocean.  Exploring this ocean comes with risks - sharks, Gulls, even the occasional LimPest that reefed outside the caves - but also rewards: the ocean is the temporary resting place of all manner of valuables.  The Grimsby natives are understandably cautious about seafaring, but Areefa - Grand...&quot;</title>
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		<updated>2023-11-18T18:17:13Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Grim Voyaging&amp;#039;&amp;#039;&amp;#039;  The Grim Bay in the village’s southeast is bounded not by mist, but by sea-fog. It is - the same material, but somehow made different by the presence of the ocean.  Exploring this ocean comes with risks - sharks, Gulls, even the occasional LimPest that reefed outside the caves - but also rewards: the ocean is the temporary resting place of all manner of valuables.  The Grimsby natives are understandably cautious about seafaring, but Areefa - Grand...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Grim Voyaging&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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The Grim Bay in the village’s southeast is bounded not by mist, but by sea-fog. It is - the same material, but somehow made different by the presence of the ocean.&lt;br /&gt;
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Exploring this ocean comes with risks - sharks, Gulls, even the occasional LimPest that reefed outside the caves - but also rewards: the ocean is the temporary resting place of all manner of valuables.&lt;br /&gt;
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The Grimsby natives are understandably cautious about seafaring, but Areefa - Grand Dame of the Sirenade - sees opportunity enough to justify the risk, and has begun encouraging villagers to set out in search of treasure.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;How It Works&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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Grim Voyaging is a push-your-luck mini-game, based around exploring 2D “cells” of Grim Bay for treasure. It’s about resource management, and risk-versus-reward judgements. It’s also risky; you may find treasures, but there’s significant potential for Consequences, or even Wounds, if you go too far.&lt;br /&gt;
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The game is based on the physrep of a small collection of drawers in a 5x5 grid. Players begin in the top-left drawer, representing the beach, and can move one drawer at a time orthogonally (not diagonally). The drawer will then be opened, and whatever’s inside will be added to one of two piles: Loot, or Damage. (Broadly: good pile, bad pile.)&lt;br /&gt;
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At any stage, the voyaging party can choose to return, but there will only be a limited opportunity for voyages each week - and with each voyage that returns having explored the safer regions, the risk for subsequent ones will rise.&lt;br /&gt;
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Sometimes, a drawer will contain an Event: a point of decision-making, or something unusual. The voyaging party will then have the opportunity to make that decision, though be warned - results may not be the same every time. Skills learned from your weekly Activities may be very useful here.&lt;br /&gt;
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You can cross back over spaces you’ve already been to, but there will usually be nothing there.&lt;br /&gt;
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Notably, loot is finite, whereas Damage is (usually) per-player. This means that, while a larger group will find Events easier to handle, the total risk:reward ratio gets worse.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ An example Voyage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 20%;&amp;quot;|Beach (Start) || style=&amp;quot;width: 20%;&amp;quot;| Move 1 - Results: Loot (Kelp) ||style=&amp;quot;width: 20%;&amp;quot;| ||style=&amp;quot;width: 20%;&amp;quot;| || &lt;br /&gt;
|-&lt;br /&gt;
|Move 3 - Results: Consequences (Art, by Any Means)|| Move 2 - Results: Loot (Lily-Pads); Consequences (A Wobble of the Ghost)|| || || &lt;br /&gt;
|-&lt;br /&gt;
|Move 4 - Results: Loot (Sargassum); Consequences (Oversensitive)|| Move 5 - Results: Loot (Rite-Paper; Ash-Grey pigment); Wound (A Loss in the Family)|| || || &lt;br /&gt;
|-&lt;br /&gt;
| || Move 6 - Results: Loot (Fish-Flesh); Consequences (Grim Outlook: Salted); Wound (The Spirit Calcifies)|| || || &lt;br /&gt;
|-&lt;br /&gt;
| || || || || &lt;br /&gt;
|}&lt;br /&gt;
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In this example, after the sixth move, between two Wounds and two Severe Consequences making a third, the voyaging party returns home. They are at their Wound limits, and don&amp;#039;t want to test fate. Still, they retrieved some Plants, some Rite-Paper, a Pigment, and some Treats.&lt;/div&gt;</summary>
		<author><name>Felix</name></author>
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