I use Into the Wyrd and Wild as the base for my OSR Wilderness rules. It uses a roles and camp loop that is broadly similar to the DW one, and puts resource management front and center by calling for regular consumption connected to a light but effective exhaustion mechanic, which I have looped into a bespoke rest mechanic generally. I'm using it in a system that has Usage Dice to track consumables, rather than counting individual portions, but it would work fine with either. I'm still ironing out the kinks, but on the whole I'm quite happy with it.
Thanks for this Fenris. I'm going to give you a quick example of the DW (PW) loop above in action. If you would, map this onto your system. How would this manifest in ItW&W and what would the implications on agency be (relative to how they're made manifest in DW)?
Consult where you are on the map and where you want to go > Confirm course to get there and how far you can get in a day:
- At the nearly abandoned, haunted, river village of Dorhollow.
- To Eldenbright's Grotto (a cave in a sunken garden where a PC's uncle plays his harp even in death).
- 2 day shortcut through the Wyvern-infested, treacherous hike up and over Skyreach or 4 day trek under the looming Redwoods of a mercurial grove whose name is lost to time (because no one will enter it). The former.
Pick Scout, Navigator, Quartermaster
* Thistle the Halfling Druid, Caedius the Elven Arcane Duelist, Astrafel the Elven Bard
Make Scout Ahead move and resolve any related Dangers or Discoveries encountered along the way
* Thistle Shapeshifts, spends 1 Hold on Mountain Ram (his home), skips ahead easily. 2d6+Wis = 10 result. Choose 2. Player chooses:
- You discern a beneficial aspect of the terrain—shortcut, shelter, or tactical advantage (describe it).
At the top of the ridge is a partially ruined watchtower. Should give us good shelter for the night.
- You make a Discovery (ask the GM).
Wyvern nest under an overhang. Mama and the hatchlings sleeping. Some poor traveling scholar recently lost their life feeding them. Pack in tatters w/ Coin and Bag of Books strewn about. Take a closer look?
Tempting, but not today.
Make Navigator move and Resolve any related Dangers or Discoveries
- 2d6+Int = 6-. Caedius player marks xp and GM hard move.
-
Huge Stone Giant unmelds from cliff face they're climbing and grasps the two of them in a crushing clinch. Takes them back to his lair to sip Stone Adder poison (petrification - Spout Lore) to let the Mountain Spirit determine if they're worthy of traversing these hallow grounds.
Bard uses their racial to learn something relevant about this place's history, uses Charming and Open to get the Stone Giant to give her leverage in Parley. Social Conflict Clock defeated by the two Elves and the Stone Giant lets them free after a small tithe to the Mountain Spirit.
Make Camp Move = QM makes Manage Provisions Move and resolve Rations and any soft/hard move + one person on watch rolls +nothing for night event > if Danger resolve Stay Sharp move and then resolve Danger.
- Bard Manage Provisions 2d6+Wis = 7-9. The party consumes the expected amount of rations (1 per person
except Druid who doesn't have to eat or drink and GM soft move.
The climb and journey was exhausting and the food is so tasty! 1 extra Ration consumed by Caedius!
- Roll 2d6+nothing (with take +1 due to Druid's scouting and elements can't be a soft move) = 7-9. GM chooses 1. One party member of the GM’s choice suffers a restless night.
Caedius suffers a restless night haunted by a terrible song of discordant chords and inscrutable melody (Eldenbright is his uncle). He heals on 1/4 max HP from rest. Everyone else heals 1/2 max HP.
That is what a day's Journey play loop looks like. How would that manifest/work out in ItW&W?