exploration
June 26, 2022
A set of concepts for exploration procedures.
Exploration Moves #
When travelling through the world, you enter the Exploration phase. You can use these moves when exploring.
Prepare #
When you prepare for the journey ahead, be Mindful.
Set Out #
When you set out into the wilds, ask each party member for 1 hope they have for the road ahead and 1 fear. Also, answer these 3 questions:
- Is the group stocked up?
- Is the group free of duress or any injury that may inhibit their journey?
- Has the group eluded dangerous attention in the area?
One party member rolls 1d6 for every time the group could answer yes to the above questions.
On a solid hit, the GM chooses 2 hopes to be realized along the way. On a messy hit, the GM chooses 1 hope and 1 fear to be realized. On a miss, The GM chooses 2 fears to be realized, this is going to be a long journey.
Roam #
When the party roams the world without a specific goal or destiny, roll 2d6. Use the lowest die to pick a Theme and the other to pick a Domain, then do it a second time to pick a second Theme and a second Domain.
Arrive #
When you arrive at a new location, choose 2 Themes for that location and a Domain from each Theme. You can choose the same Theme twice but not the same Domain.
If that place is a landmark, settlement or otherwise remarkable place, you may name it.
Delve #
When you guide the party through a dangerous or unfamiliar place, roll Curious.
On a hit, gain 1 token. On a sound hit choose 2 from below. On a messy hit choose 1:
- This area contains something valuable or useful;
- This area’s residents are not immediately hostile;
- You find a clue to the true nature of this place or an important insight about its denizens.
Spend 1 token to Return to an area you’ve visited before Spend 3 tokens to find the heart of the area, or locate someone or something you are attempting to track down.
idea: the area tells history (maybe myriad hex tyle?)
Catch your Breath #
When you catch your breath during exploration, each party member describes 1 risk of resting here.
You get as many tokens as the dice you rolled.
Any party member can spend these tokens to do the following:
- Let go of 3 Weight;
- Recover a spent Heritage Tag use.
For this move, lower results are more desirable.
On a result of 1 to 3, your rest is uneventful.
On a roll of 4 or 5, the GM chooses a risk and it comes to pass.
On a roll of 6, the GM chooses two risks to come to pass.