Weather
Or, whether to bring an umbrella.
A large contributing factor to the character of an overworld in Last Odyssey is its climate. An overworld’s climate determines the weather that the players will encounter as they traverse its paths. For each different distinct climate the players encounter, there is a different corresponding weather table. To consult the weather table, the GM should cast the outcome die. The number shown on the die determines the type of weather that the players will encounter for that day. The exception to this is if a type of weather called a Storm took place the day before, in which case the GM should instead determine the weather based on the rules for the particular Storm instead.
While players are not traveling, the weather does not have any mechanical effects. However, to add flavor, GMs may choose to consult the weather table every 24 in-game hours to determine the weather that day. This can add to the character of a settlement and act as a way to inform players on the type of weather they might face during travel.
Sometimes, the players will spend enough time in an overworld that the seasons will change around them. If this is the case, the GM can opt to keep track of the days as they go by with a seasonal calendar. Every time the players complete a travel round while traveling or rest for the day at a specific location, the GM should advance the day on the calendar by 1. If they feel like it, GMs can get creative with this, choosing festival days, marking out special seasons like wildfires or high winds, and creating transitional periods when one season becomes another. Doing so will give Last Odyssey a more pastoral tone, and GMs and players should discuss whether or not this is the type of game they’d like to play.
- Daily Weather
- Weather Effects: The effects of ordinary weather.
- Storms: The effects of dangerous weather.
- Regional Climates
- Special Climates
- Climate Modifiers: Extra effects for more fantastical weather types.