This is a simple custom move my GM asked me to make for him as he has a tendency to forget to simulate the travel portion of the game. Maybe it’ll be useful to others too. Mention of the Captain is because our group is playing with the sheets from Inverse World.
If you would like to add, alter, or suggest additions, I’d greatly appreciate it as my group will be using this in our game too.
When the party is about to move on to another location, consult the following list in order.
… If the Captain is present and the ship is in use, Chart the Course.
… If a market is available and the party isn’t making a daring escape, check if anyone needs to re-Supply.
… if days are skipped before departure, charge coin for room and board.
… If traversing through hostile or wild territory, Undertake a Perilous Journey.
… Sometimes, Make Camp.
… Does anything happen along the way? Take Watch if appropriate.
… Upon arriving at a destination, check Outstanding Warrants.
… Call for other class-specific moves.
… The Captain’s Share is effective only if the Captain spends downtime meeting merchants and nobles.
I like this. It’s as much a checklist reminder as it is a move. Very useful.
When you undertae a perilous journey you DON’T make camp for every day. It all gets abstracted in the UaPJ roll.
That’s there more to remind about Make Camp’s healing potential, which our GM also forgot. He wasn’t too pleased when none of us picked a “healer.”
How about:
… For each day, use Make Camp until fully healed.
?
nope. When you start a PJ on 6 HP you have 6 HP when you get there (or more exactly, you have 6 HP when you meet the encounter on the way)
Tim Franzke do you think that “as written” is an oversight or is intentional (it’s a perilous journey, after all)?
This is äs written and as intended.
I’ve learned something new, then!
Tim Franzke what about Chart the Course and Undertake a Perilous Journey? And Chart the Course and Make Camp? If you travel by vehicle, presumably with other people manning it, do you still benefit from Make Camp?
Can you give me the wording for chart the course?
Just pretend Map is Hold; it’s a Captain resource that acts the same way but is bankable under other circumstances.
Chart the Course (WIS)
When you plan a route, roll +WIS. On a 10+, hold 3 Map. On a 7-9, hold 2 Map. On a
6-, hold 1 Map, but when you spend it the GM will add a complication. When you make
it through, lose all held Map. You can spend one Map at any time to choose one:
• Reveal a shortcut or detour
• Point out a safe spot, either to rest, hide in, or travel through
• Spout Lore about an expected hazard as if you rolled a 10+
I would simply use “Sometimes, Make Camp“.
Otherwise, I love this checklist.
Alfred Rudzki I like that change. Put it in, 🙂
When you use chart then you play out the whole journey. Rolling for this first and then abstracting it through journey makes the move useless.
you would then make camp every night (assuming you can). However you need maps of the area to use chart, otherwise what are you basing your route on?
I think I know how to work with it now with that information, thanks!
and just as a reminder, when you use the journey move, there WILL be an encounter on the way. You might be able to avoid it but the scene will still be there.
When taking watch, only the character during the ambush on watch rolls. Not everyone for every watch.
In a similar vain:
https://plus.google.com/104811112088336879051/posts/A6PuhrdLEAi