Should be finishing up the rest of the Adventure Phase with this group tonight (which has a very outside chance of also producing a Camp phase...doubtful as this is a small Adventure, but we'll see).
I'll get a post up detailing that in the next bit of time. But I wanted to do a compare/contrast of the way I handle TB2 Journeys (which is basically a mash-up of TB1 Journeys + some of the Toll mechanics in TB2) and the orthodox Toll procedure for TB2 Journeys.
GAME JOURNEY TOLL AND GAIN
Toll
- Karolina loses Fresh Condition.
- Karolina gains Afraid Condition.
- Allie spent 1/session use Against Yourself of Colossal Pride Trait
- Karolina spent their Persona Point
- Karolina spent 1/session use Against Yourself of Defender Trait
- Karolina spent their Cartographer Supplies
- All of Allie's Preserved Rations spent
Gain
- Allie earned Check * 1
- All 3 PCs mark 1 * Success in Persuader toward Skill Advancement
- Karolina marks 1 * Success in Pathfinder toward Skill Advancement
- Karolina marks 1 * Beginner's Luck to earn Skill in Dungeoneer
- Karolina marks 1 * Success in Cartographer toward Skill Advancement
- Karolina Pouch 2 now free
- Allie Belt Slot now Free
- Map from site 4 to site 8 complete (Fast Travel in future Journeys)
- Multiple * Express Belief
IF ACTUAL TB2 TOLL PROCEDURE USE
* There is no Toll for travelling from the settlements of site 2 to site 4. The off-road would effectively be 1 Leg as there is only a singular mode of travel (its governed by modes of travel rather than days). I'm going to use the Leg
Toll
Road: Delayed. Bad roads, impassable terrain or churlish seas; +1 Toll
Weather: Blustery Winds and Rain; +2 Toll
Terrain: Fields, grasslands, open terrain or coastal sailing: +1 Toll
Karolina Shield; +1 Toll
Karolina Cartographer Role; +1 Toll
Taika Guide Role (if Lost - which is +2 Toll all - had come up on the Road result, Taika could Test Ob3 + weather factors to resolve); +1 Toll
There are other Roles, but nothing applies for the Journey + Allie's capabilities.
After this, we would have something akin to the Pathfinder Test outlined in Leg 2 upthread. The Toll and Gain would be as outlined in that post.
Then Karolina's Cartographer Test would follow suit (outlined in the Leg 3 post upthread).
Each character's Toll can be paid via 1 Food, 1d Coin (f you have it), varying Gear configurations and other means. If any Toll is left unpaid, the Adventurer earns a Condition.
Hopefully, this post demonstrates the procedural contrast, the cognitive workspace contrast, and the net cost/gain for each mode of play. In essence:
* My way yields much more net Gain (in the way of Advancement and prospects for Checks and "thematic flex space" for next session Persona/Fate) with a bit more net Toll (though some variance there depending upon Road/Terrain/Weather and map route complexity), and more intensive decision-points (in terms of total #, stakes per, breadth of, and gamestate/character implications). It will also be much more intensive in terms of table time spent on it. Its effectively normal Adventuring phase play without (a) The Grind and (b) persistent Light requirement/resource expenditure.
* The orthodox TB2 still has very interesting decision-points, which lies in the managing of route, managing Roles (you have to have a Guide for overland and Navigator for sea, but the others are optional to mitigate certain Road/Terrain/Weather Results via Tests and assumed cost of Toll by the singular PC assuming the Role), and then managing your personal/intraparty Toll once it is tallied. And, again, you'll have a Test (typically 1, but sometimes more) that works per the normal rules.
Really, if you want your Journeys to be more granular and more impactful on play and want to spend more table time on them...use my rules. If you want the inverse (though, again, they're still fun with a few interesting decision-points), use the TB2 Toll rules.