Looking for some feedback on a wilderness hunting move…

Looking for some feedback on a wilderness hunting move…

Looking for some feedback on a wilderness hunting move…

When you must hunt or forage for food and water while Undertaking a Perilous Journey, the quartermaster rolls+WIS and subtract the number of days worth of rations you need to hunt for beyond the first. *On a hit, you find enough food and water to feed everyone in your group. *On a 7-9, choose one. *On a 6- choose one, and the GM chooses one.

– You attract unwelcome attention during your hunting.

– You don’t find enough, someone goes hungry and marks the weak debility.

– Your group travels through the wilds at half speed.

– Expend 1 ammo or use of adventuring gear.

If you have an animal companion with the Hunt training, add its cunning to your roll.

# This works out to the length of your journey in days minus one, so for a four-day journey, the roll gets -3.

8 thoughts on “Looking for some feedback on a wilderness hunting move…”

  1. Moves that have 6- clauses constrain the GM, as they’re only allowed do what the move says. In this case, it’s picking one of the listed options., which don’t seem all that terrible, even when two of them happen. Not having an explicit 6- clause allows the GM to make as hard a move as they want. Which, in my experience, is much, much nastier than anything the original author of a move can think up.

  2. The crux of the move is a way to handle making a Perilous Journey when you don’t have enough rations… Though now that I think about it, I’m not sure how necessary this will be.

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