In our weekly Freebooters game, the Scout/Navigate moves are starting to feel too repetitive. J. Walton mentioned this possibility a while back, and I’m sure anyone who has played for more than a few sessions has experienced the same thing.
Thinking about Maezar’s house rule of using different abilities for exploration, I made some changes and tried to consolidate. I also wanted to incorporate a random encounter roll, so I’m going to see what happens when rolling doubles triggers a Danger. there’s a 1-in-6 chance of doubles coming up on any 2d6 roll, which nicely parallels the classic “wandering monster” roll.
When you set out into dangerous or unfamiliar territory, your starting point is a juncture. Say which way you’re going from there, and what you’re looking for (the next point of interest, a safe campsite, the tracks of your quarry, etc.)—that’s your destination. Then, choose one party member to lead the way, and that person decides to scout ahead, plot the best route, or read the surroundings as you go.
When you scout ahead, roll +DEX: on a 10+, you get the drop on whatever lies ahead, and choose 1 from the list below; on a 7-9, choose 1 from the list below.
When you plot the best route, roll +INT: on a 10+, you’ll reach the next juncture in record time, and choose 1 from the list below; on a 7-9, choose 1 from the list below.
When you read the surroundings, roll +WIS: on a 10+, you discern something useful about the environment—work with the Judge to describe it, and choose 1 from the list below; on a 7-9, choose 1 from the list below.
– You make a Discovery
– You ensure that the route back to the last juncture is safe
– One other party member of your choice must Keep Company
When you roll a 7+ to Venture Forth and get doubles, you encounter a Danger in addition to the above results.
If you’re not waylaid, you reach a next juncture of the Judge’s choosing (which might be your destination, or merely one step closer to it).