Marcia just posted this, positing fuck procedures, just let the GM decide as hoc for more meaningful bespoke travel.
This is cool, but right now I’m into player choice, so I propose:
When the party travels, spend the day. travelling.
The GM proposes a danger you will encounter, an opportunity you will miss, and a consequence that will occur if you travel that day.
Expend a supply each to avoid the encounter, to catch the opportunity, or to prevent the consequence.
This feels very cheeky to me in a diy elfgame, but like, it’s also simpler, the tension is greater, and it makes resource management not boring. You’re loading up on supply (like, quantum, so you can be creative in its use) to control your adventure. This is how it’d play out:
“We head north, to the old barrow we camped in last time.”
“Ok, so that slug-dragon you fled last time is out for blood near there. You risk encountering it again. The Grand Seven Swords are still out there searching for the Fane of Twice-Diamond, and they’ll find it today. Back in town, the Contest of Champions is being held and you won’t be able to compete if you head out. What do you do?”
“Ok, I think we can take the slug-dragon if we load up on salt and explosives. Let’s spend a supply on horses so we make it to the Fane first, and let the Contest go — letting Garbinon win will go to his head and he’ll let his guard down next time we face him out in the wilds.”
Cool, I think. I was gonna include a list of stuff to make adjudicating this easier, but honestly, use whatever is going on already in your campaign or your World Pillars is probably the best approach.
I like this a lot haha, sorry Marcia.
26th June 2023,
Idle Cartulary


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