Working on my overland adventure supplement to DW, and experimenting with breaking up the Scout, Trailblazer, and…

Working on my overland adventure supplement to DW, and experimenting with breaking up the Scout, Trailblazer, and…

Working on my overland adventure supplement to DW, and experimenting with breaking up the Scout, Trailblazer, and Quartermaster moves from “Undertake a Perilous Journey” into separate moves: Scout Ahead, Blaze the Trail, and Manage Provisions.

My plan is to include a sidebar of “suggested GM moves”-ideas for moves to make when a 6 is rolled–for each of these. For example, my current list for for “Scout Ahead” includes (from soft to hard):

* The weather takes a turn for the worse

* Scout draws unwanted attention

* Scout is lost

* Scout is ambushed

* The rest of the party is ambushed

* Scout is captured or trapped

* Scout is injured

So, crowd-source time: I would love to hear ideas for GM moves, especially for “Blaze the Trail” and “Manage Provisions.”

Thanks!

12 thoughts on “Working on my overland adventure supplement to DW, and experimenting with breaking up the Scout, Trailblazer, and…”

  1. 1. Finish this so I can give you my money.

    2.

    *Finds something he shouldn’t have

    *The trail ends unexpectedly

    *Something/Someone is blocking your path

    *Find signs of something dangerous    

    *Discover a sign of civilization (depending on how far in you are this might not be appropriate)

    *Witness something no one has seen before.

  2. I’ve got to admit, I like the simplicity of ‘Undertake a Perilous Journey’, because so often I’ve found the travel in RPGs tedious, but this sounds like a great expansion!

    (I don’t really have any suggestions right now, just encouragement.)

  3. I never use the perilous journey move because I make my own fiction. If I don’t feel scenes are needed during the journey I just fast forward to the destination.

  4. Manage Provisions

     – Spoiled, sodden, or lost provisions

     – Something big and nasty is drawn to your campsite

     – You bought nothing but quail tongue and liver patte

     – Hard tac needs boiling water, but you’re short on water and/or can’t make a fire

     – Hirelings Loyalty drops because of bad cooking/harsh rationing/picky eaters

     – use up other supplies (adventuring gear) because you broke/lost/forgot to bring the cooking pot

  5. Blaze the Trail

     – Almost anything from the Landscape moves from AW

     – Present an obstacle

     – Offer a more dangerous shortcut

     – Find yourself somewhere unexpected

     – Get lost

     – Realize the map is all wrong

     – “Whatddya mean Alderan’s not here? How can a planet just disappear?”

     –  Stumble across something from legend

     – Tresspass into hostile territory

     – Weather takes a turn for the worse (I think this fits here better than in Scout Ahead).

  6. Scout or Party is Trapped or Ambushed (either man-caused or not… think quicksand, rock-slides, bandits, clerics handing out pamphlets,  cannibal mimes)

  7. Here are two custom moves that I wrote a while back that might be usable for your wilderness moves.

    TRAPPING

    When you spend a good amount of time constructing a trap and waiting patiently for your prey to fall for it, roll +INT or +WIS and describe your process of trapping the prey accordingly and what it is. On a hit, you trap the prey successfully. Add rations (3 uses) to your gear after you prepare the food.

    On a 10+, choose 2

    On a 7-9, choose 2

    – The trap can be reused.

    – Bountiful, gain 5 rations instead of 3.

    – The food not tainted, you do not have to roll +CON to avoid the sick debility.

    – You do not attract the attention of a predator or place yourself in danger.

     

    FORAGING

    When you spend a good amount of time foraging for fruits, vegetables, nuts, or anything equivalent and edible, roll +WIS.

    On a 10+, you successfully gather a sizable portion of edible, non-meat food without any complications. Describe what you found. Add rations (3 uses) to your gear.

    On a 7-9, choose two:

    – Bountiful, gain 5 rations instead of 3.

    – The food is not tainted; you do not have to roll +CON to avoid the sick debility.

    – You do not attract the attention of a predator or place yourself in danger.

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