A possible set of revised Expedition Moves for #Stonetop.
A possible set of revised Expedition Moves for #Stonetop. Feedback welcome and appreciated! (Edit: updates made based on comments.)
Previously, we’ve been using the expedition moves from the Perilous Wilds. Those work really well, but travel ends up being like a hex crawl rather than a point crawl. And while Hexcrawls are fun, they’re best for games that are about exploration, where the PCs are a bunch of wanderers out to see what they find.
That’s not what Stonetop is about. The PCs in Stonetop are local heroes, and when they leave town, they leave with a purpose. In general, you can boil down the types of travel they’ll do to 3 types:
1) Travelling the roads (which are supernaturally safe)
2) Going to a known place through dangerous terrain
3) Searching high and low for a place that you know is out there
Type 1 is easy: the GM says how long it takes, provides some color, and the players Manage Provisions to add some randomness and texture.
Type 2 is a revision of the original Undertake a Perilous Journey. The intent is allow the journey to be handled at a zoomed out level (think montage travel scenes in Fellowship of the Ring), but have the potential for meaningful interruptions–without falling into the “there’s always just 1 random encounter” paradigm. (relevant: https://goo.gl/5TSe3W)
Type 3 ends up being very similar to the Labyrinth move that Jason Cordova and David LaFreniere presented on the Discern Realities podcast. I’d actually had the framework of this move worked out a long while ago, but shelved it when Perilous Wilds came around. I think it’s interesting how designs evolve in parallel.
https://goo.gl/UzDekI