I’m struggling a bit with the Perilous Journey Scout Ahead option:
“You discern a beneficial aspect of the terrain—shortcut, shelter, or tactical advantage”
I’ve never quite understood how to work it into the narrative of the rest of the journey and its moves.
Does, for example, a shortcut mean we just skip to the destination, or remove one day from the number of days it will take to reach it? If they describe some form of tactical advantage am I thus obligated, as a Fan of the Characters, to instigate some kind of conflict so they have something to have an advantage over?
Shelter only really makes sense if this is the end-point of the day’s journeying and even then is it just visual – they shelter in a warm dry cave – or should I represent it mechanically with some kind of bonus to taking watch or resting?
I find this option to be a bit too open for me, but more importantly it’s too open for my players as they have never once (thank god) picked it, as they understood better the benefits of Discoveries and Dangers, and I’ve never been able to frame the option in a way that attracted them, largely I suspect because I am myself a bit baffled about what to make of it.
Do people have examples of how they use this move?