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<blockquote data-quote="Stalker0" data-source="post: 8477048" data-attributes="member: 5889"><p>Ok, so it sounds like you do everything ahead of time. That seems to work more smoothly, that way I could say the players gain the supplies as they go instead of after the fact.</p><p></p><p>Though one major problem remains....player agency. If my players had chosen to hunt for the first 3 days lets say, and just had terrible rolls and were running out of the supplies.....they are going to throw daggers at me if I said "well sorry you can't hunt the next days you had chosen to do XYZ ahead of time". Aka it seems exceptionally strange that my players have to make decisions ahead of time and can't change them organically based on the results of the first few days of journeying.</p><p></p><p>I've been thinking about it, to me doing it day by day seems the smoothest result, but obviously you have the issue that critical successes and failures could build up a lot more often than what the system would "expect". So I am considering this tweak to the rules:</p><p></p><p></p><p><strong>Journey Activities are rolled each day. You can only get one critical success or failure per region for a given activity. </strong>(in some cases I might make it once a week or something if its a really large region).</p><p></p><p>That seems to maintain the "spirit" of limited critical success and failures while giving me the smoother curve of day to day activity selection.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8477048, member: 5889"] Ok, so it sounds like you do everything ahead of time. That seems to work more smoothly, that way I could say the players gain the supplies as they go instead of after the fact. Though one major problem remains....player agency. If my players had chosen to hunt for the first 3 days lets say, and just had terrible rolls and were running out of the supplies.....they are going to throw daggers at me if I said "well sorry you can't hunt the next days you had chosen to do XYZ ahead of time". Aka it seems exceptionally strange that my players have to make decisions ahead of time and can't change them organically based on the results of the first few days of journeying. I've been thinking about it, to me doing it day by day seems the smoothest result, but obviously you have the issue that critical successes and failures could build up a lot more often than what the system would "expect". So I am considering this tweak to the rules: [B]Journey Activities are rolled each day. You can only get one critical success or failure per region for a given activity. [/B](in some cases I might make it once a week or something if its a really large region). That seems to maintain the "spirit" of limited critical success and failures while giving me the smoother curve of day to day activity selection. [/QUOTE]
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