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<blockquote data-quote="Gorgon Zee" data-source="post: 9456142" data-attributes="member: 75787"><p><strong>How do I run a journey? List the steps I must take as a GM and describe them in detail. List the roles a player can take and skills needed for those roles</strong></p><p></p><p>STEPS TO RUN A JOURNEY</p><p></p><p>1. Set Journey Path:</p><p> - Determine Route: Begin by discussing with the players the route they intend to take. Use the Player's map to trace the journey path, ensuring it connects the starting location to the destination. </p><p> - Consider Terrain: Remind players that the path cannot be drawn in a straight line; they must consider the geography, such as mountains, rivers, and forests, which may require detours or specific crossings [Core-109].</p><p> - Document the Path: Draw the itinerary on a copy of the journey log, marking any significant landmarks or terrain types that may affect the journey's duration [Core-109].</p><p></p><p>2. Make Marching Rolls:</p><p> - Guide's Role: The Guide of the Company will make Marching Tests using the TRAVEL skill. This roll determines how far the Company progresses along their journey path.</p><p> - Determine Event Locations: Based on the outcome of the Marching Test, you will determine where along the journey events will occur. If the roll fails, the event may happen sooner than expected, while a success may allow the Company to advance further before encountering an event [Core-109].</p><p></p><p>3. Ending the Journey:</p><p> - Reach Destination: The journey concludes when the Guide's Marching Test result matches or exceeds the distance to the destination. </p><p> - Handle Unexpected Events: If unexpected occurrences arise during the journey, assess whether they significantly alter the journey's length or direction. You may need to resolve these events before the journey can officially end [Core-109].</p><p></p><p>PLAYER ROLES DURING A JOURNEY</p><p>Each Player-hero can take on one of the following roles, each with specific responsibilities and required skills:</p><p></p><p>- Guide:</p><p> - Responsibilities: The Guide is responsible for making decisions about the route, rest stops, and supplies. They must ensure the Company stays on track and manages their resources effectively.</p><p> - Required Skill: TRAVEL - This skill is essential for navigating the terrain and estimating the length of the journey [Core-61].</p><p></p><p>- Hunter:</p><p> - Responsibilities: The Hunter is tasked with finding food and ensuring the Company has enough provisions during the journey. They may need to track animals or gather edible plants.</p><p> - Required Skill: HUNTING - This skill is crucial for successfully locating and gathering food in the wild [Core-61].</p><p></p><p>- Look-out:</p><p> - Responsibilities: The Look-out keeps watch for dangers, such as ambushes or natural hazards. They must be vigilant and alert the Company to any threats.</p><p> - Required Skill: AWARENESS - This skill helps the Look-out notice anything unusual or dangerous in their surroundings [Core-61].</p><p></p><p>- Scout:</p><p> - Responsibilities: The Scout is responsible for setting up camp and exploring new trails. They may also help the Company navigate through unfamiliar areas.</p><p> - Required Skill: EXPLORE - This skill is important for finding suitable locations to rest and for navigating through the wilderness [Core-61].</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9456142, member: 75787"] [B]How do I run a journey? List the steps I must take as a GM and describe them in detail. List the roles a player can take and skills needed for those roles[/B] STEPS TO RUN A JOURNEY 1. Set Journey Path: - Determine Route: Begin by discussing with the players the route they intend to take. Use the Player's map to trace the journey path, ensuring it connects the starting location to the destination. - Consider Terrain: Remind players that the path cannot be drawn in a straight line; they must consider the geography, such as mountains, rivers, and forests, which may require detours or specific crossings [Core-109]. - Document the Path: Draw the itinerary on a copy of the journey log, marking any significant landmarks or terrain types that may affect the journey's duration [Core-109]. 2. Make Marching Rolls: - Guide's Role: The Guide of the Company will make Marching Tests using the TRAVEL skill. This roll determines how far the Company progresses along their journey path. - Determine Event Locations: Based on the outcome of the Marching Test, you will determine where along the journey events will occur. If the roll fails, the event may happen sooner than expected, while a success may allow the Company to advance further before encountering an event [Core-109]. 3. Ending the Journey: - Reach Destination: The journey concludes when the Guide's Marching Test result matches or exceeds the distance to the destination. - Handle Unexpected Events: If unexpected occurrences arise during the journey, assess whether they significantly alter the journey's length or direction. You may need to resolve these events before the journey can officially end [Core-109]. PLAYER ROLES DURING A JOURNEY Each Player-hero can take on one of the following roles, each with specific responsibilities and required skills: - Guide: - Responsibilities: The Guide is responsible for making decisions about the route, rest stops, and supplies. They must ensure the Company stays on track and manages their resources effectively. - Required Skill: TRAVEL - This skill is essential for navigating the terrain and estimating the length of the journey [Core-61]. - Hunter: - Responsibilities: The Hunter is tasked with finding food and ensuring the Company has enough provisions during the journey. They may need to track animals or gather edible plants. - Required Skill: HUNTING - This skill is crucial for successfully locating and gathering food in the wild [Core-61]. - Look-out: - Responsibilities: The Look-out keeps watch for dangers, such as ambushes or natural hazards. They must be vigilant and alert the Company to any threats. - Required Skill: AWARENESS - This skill helps the Look-out notice anything unusual or dangerous in their surroundings [Core-61]. - Scout: - Responsibilities: The Scout is responsible for setting up camp and exploring new trails. They may also help the Company navigate through unfamiliar areas. - Required Skill: EXPLORE - This skill is important for finding suitable locations to rest and for navigating through the wilderness [Core-61]. [/QUOTE]
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