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<blockquote data-quote="Gorgon Zee" data-source="post: 9493200" data-attributes="member: 75787"><p>I'm going to qualify your statement a bit -- but then mostly agree with you! There <u>are</u> a number of decision points that a journey allows:</p><ol> <li data-xf-list-type="ol">Before taking the journey, they may decide to search out for rumors on the journey that will aid them (but will take from their very limited set of potential actions in the fellowship phase)</li> <li data-xf-list-type="ol">The players drawn on the map the route they need to take. In the last journey may players made, they elected to go quite a ways off course so as to travel by boat downstream, and then make a fast journey across the wilds to the southern pass (They elected not to force the pace -- though they could have). I had rather expected them to cross the mountains immediately and maybe stop somewhere more friendly on the way, but they decided otherwise.</li> <li data-xf-list-type="ol">My players swap roles based on how much hope each has, if they think their useful items will help them and occasionally because they just don't feel lucky.</li> <li data-xf-list-type="ol">They have to choose whether to spend hope on journey rolls, which can be quite a hard choice, if you are hovering right on the edge of weariness.</li> </ol><p>So there is a fair amount of choice, but I'm going to generally agree with you, because most of the above is planning, and the actual journey can be pretty simple. When I run it, I take the required skill to be tested as the default one, and will entertain others if they seem appropriate. I have a set of potential events that can happen as "flavor text", and if you have a skill that fits the flavor text, I'm happy for you to use it. So, for example, a "terrible misfortune" might be the following:</p><p></p><p><strong><em>THE CRUMBLING BRIDGE</em></strong></p><p><em>While crossing an ancient stone bridge, the structure begins to tremble ominously. A sudden crack echoes through the air as a section of the bridge collapses, sending one hero plummeting. </em></p><p></p><p>I'd be happy with a CRAFT roll to replace the usual roll, or if the player had some variety of stone-cunning, I might give a bonus dice to the standard action. I find that having a good description for the players helps a lot with the otherwise bland mechanical journey mechanics.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9493200, member: 75787"] I'm going to qualify your statement a bit -- but then mostly agree with you! There [U]are[/U] a number of decision points that a journey allows: [LIST=1] [*]Before taking the journey, they may decide to search out for rumors on the journey that will aid them (but will take from their very limited set of potential actions in the fellowship phase) [*]The players drawn on the map the route they need to take. In the last journey may players made, they elected to go quite a ways off course so as to travel by boat downstream, and then make a fast journey across the wilds to the southern pass (They elected not to force the pace -- though they could have). I had rather expected them to cross the mountains immediately and maybe stop somewhere more friendly on the way, but they decided otherwise. [*]My players swap roles based on how much hope each has, if they think their useful items will help them and occasionally because they just don't feel lucky. [*]They have to choose whether to spend hope on journey rolls, which can be quite a hard choice, if you are hovering right on the edge of weariness. [/LIST] So there is a fair amount of choice, but I'm going to generally agree with you, because most of the above is planning, and the actual journey can be pretty simple. When I run it, I take the required skill to be tested as the default one, and will entertain others if they seem appropriate. I have a set of potential events that can happen as "flavor text", and if you have a skill that fits the flavor text, I'm happy for you to use it. So, for example, a "terrible misfortune" might be the following: [B][I]THE CRUMBLING BRIDGE[/I][/B] [I]While crossing an ancient stone bridge, the structure begins to tremble ominously. A sudden crack echoes through the air as a section of the bridge collapses, sending one hero plummeting. [/I] I'd be happy with a CRAFT roll to replace the usual roll, or if the player had some variety of stone-cunning, I might give a bonus dice to the standard action. I find that having a good description for the players helps a lot with the otherwise bland mechanical journey mechanics. [/QUOTE]
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