This was funny - but permanent items as staked/lost resources has actually been a recurrent feature of my 4e play.You can't use permanent items - you'll get your tires slashed...
This was funny - but permanent items as staked/lost resources has actually been a recurrent feature of my 4e play.You can't use permanent items - you'll get your tires slashed...
This was funny - but permanent items as staked/lost resources has actually been a recurrent feature of my 4e play.
This was funny - but permanent items as staked/lost resources has actually been a recurrent feature of my 4e play.
In 4e, this could probably be folded into "death" saves - which would become more along the lines of "destiny" saves or "fate" saves (or something).To riff off an idea from The One Ring / Burning Wheel, you could give each character a number of Hope points equal to, say, half their Wisdom. When they run out of Hooe the character has succumbed to despair and has to retire.
Now your characters have a currency to wager / lose on their travels and one which has an ongoing and long-term impact.
I would say, I don't normally use @Manbearcat's type of procedure because I want the challenges to represent material changes in the fictional position of the PCs. Its quite possible in his system for the end result to 'the same just one day closer' and since length of journey isn't a very important plot element for its own sake, that isn't really a material change.
But I think, even in a PoL 'travel in the darkness is dangerous and scary' you probably aren't going to run into a vast array of situation in one trip, unless it is really long.
I'm not sure what work you intend "probably aren't going to" above. Are you working under some sort of internal causality of the local biome? Are working under genre logic? I guess the primary reason I'm not sure is because I'm certain that I've run enough journey conflict in 4e, Mouse Guard, Cortex+ Heroic Fantasy Exploration, Apocalypse World (where AUF, RaS, OYB and class playbooks do the heavy lifting, unlike UaPJ in Dungeon World), DW, The One Ring, and Strike! (and others I'm omitting I'm sure) where a vast array of situations have arisen. Extreme diversity.
The second part I think I'm inherently disagreeing with is that "play to find out" isn't strongly located in journey conflicts. I'm reminded of Vincent Baker's great advice in AW's "respond with 'effery' and intermittent rewards."
"I gave Marie what she worked for, but not really what she hoped for."
Journey's are exactly this, regardless of the system. The same thing as parleys are or any kind of conflict.
The PC's can arrive whole and unscathed, or otherwise, precisely as they had hoped.
Or...
They can arrive in a myriad of combinations of other conditions where the "other" is imperfect and very so...and some or most of the time that doesn't have to just be maths driven.
Perhaps one of their mates has gone missing (or worse)?
Perhaps they discovered an unwanted truth along the way?
Perhaps a relationship (PC to PC, PC to NPC, or an outlook/perspective) has become complicated?
Perhaps they've actually created a problem in the course of a tough decision-point that will have future implications?
I guess the point is, in so many games with journey mechanics or travel conflict resolution, there are play principles and actually machinery that push play toward "new and interesting fiction has emerged whereby Gamestate START is clearly differentiated from Gamestate FINISH)"
You have encounter & daily recharges, and Milestone up-charges (Action Points, pre-E magic-item-daily-uses, magic item powers that unlock or improve at a milestone).There are more non-thematic pressure points in 4e than is being discussed:
1) There is an assumed, rolling level-1 fungible coin (either the actual coin itself or related assets).
2) Healing Surges (of course).
3) Recharge capability broadly or the specific recharge of a magic item or Utility.
The handling of artifacts in 4e was surprisingly good, actually.4) Companion Characters (which may or may not be sentient things).
5) Artifacts.
Heck, parts of the journey in LotR were just the backdrop scrolling along through one of Gandalf's interminable expositions.Sure, but my point is that such a Journey as Conflict is one conflict, not an endless series of them. Now, we could of course argue about how "LotR" maps onto a conflict system. Here we have the journey becoming the entire story, and clearly there are numerous conflicts within different parts of it. Even so it could hang together as a single SC in essence.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.