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<blockquote data-quote="Manbearcat" data-source="post: 6783833" data-attributes="member: 6696971"><p>Yup.</p><p></p><p></p><p></p><p>Yup.</p><p></p><p></p><p></p><p></p><p>Yup and yup.</p><p></p><p></p><p></p><p>Why Schrodinger's Gorge of course!</p><p></p><p>Here is a good opportunity for a plug of an absolutely fantastic product for folks who want to run wilderness challenges. It is a Dungeon World supplement, <a href="http://www.drivethrurpg.com/product/156979/The-Perilous-Wilds" target="_blank">The Perilous Wilds</a>, but its advice is applicable to all games. </p><p></p><p>Generic Soft Moves (minor complications) for Navigation Moves (when Undertaking a Perilous Journey) include things like:</p><p></p><p>- the weather worsens (maybe The Pie doesn't want to be found...)</p><p>- the PCs are being followed (by The Acolytes of the Fabled Pie who are trying to keep it a secret - eg Indiana Jones and the Last Crusade)</p><p>- the PCs must backtrack losing valuable time (perhaps like Lonely Mountain's keyhole, the fabled pudding of Mt Pudding is only revealed at a specific prophesied moment!)</p><p></p><p>Hard Moves (major complications) are stuff like:</p><p></p><p>- someone sustains an injury (a turned ankle from a slip or something) that hobbles/nags the effort going forward</p><p>- the PCs stumble into a major topographical impediment or outright danger (eg the narrow switchback trail abruptly ends or a sudden collapse sinkhole swallows either swallows something/one up or spits something out!)</p><p>- the PCs get separated</p><p>- the PCs get hopelessly lost</p><p></p><p>Whatever the complication, wilderness challenges are always best when the PCs are presented a couple (2-3) of (equaly-ish bad) implied options from which the adventure/challenge will branch off of based on how they approach their "turn for the worse." This gives the players just enough information to help them (a) understand the immediate situation better so they can occupy the head-space of their character and make strategic decisions w/in the shared imaginary space and (b) the small menu should focus their thoughts on the fiction, perhaps provoking a quick veto of those options while stimulating a creative deviation with an action declaration of their own devising!</p><p></p><p></p><p></p><p><strong>PC</strong>: Err...dragon? Does your hot sister come as part of the deal?</p><p></p><p>[HR][/HR]</p><p></p><p>All the time I have for now!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6783833, member: 6696971"] Yup. Yup. Yup and yup. Why Schrodinger's Gorge of course! Here is a good opportunity for a plug of an absolutely fantastic product for folks who want to run wilderness challenges. It is a Dungeon World supplement, [URL="http://www.drivethrurpg.com/product/156979/The-Perilous-Wilds"]The Perilous Wilds[/URL], but its advice is applicable to all games. Generic Soft Moves (minor complications) for Navigation Moves (when Undertaking a Perilous Journey) include things like: - the weather worsens (maybe The Pie doesn't want to be found...) - the PCs are being followed (by The Acolytes of the Fabled Pie who are trying to keep it a secret - eg Indiana Jones and the Last Crusade) - the PCs must backtrack losing valuable time (perhaps like Lonely Mountain's keyhole, the fabled pudding of Mt Pudding is only revealed at a specific prophesied moment!) Hard Moves (major complications) are stuff like: - someone sustains an injury (a turned ankle from a slip or something) that hobbles/nags the effort going forward - the PCs stumble into a major topographical impediment or outright danger (eg the narrow switchback trail abruptly ends or a sudden collapse sinkhole swallows either swallows something/one up or spits something out!) - the PCs get separated - the PCs get hopelessly lost Whatever the complication, wilderness challenges are always best when the PCs are presented a couple (2-3) of (equaly-ish bad) implied options from which the adventure/challenge will branch off of based on how they approach their "turn for the worse." This gives the players just enough information to help them (a) understand the immediate situation better so they can occupy the head-space of their character and make strategic decisions w/in the shared imaginary space and (b) the small menu should focus their thoughts on the fiction, perhaps provoking a quick veto of those options while stimulating a creative deviation with an action declaration of their own devising! [B]PC[/B]: Err...dragon? Does your hot sister come as part of the deal? [HR][/HR] All the time I have for now! [/QUOTE]
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