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« on: May 04, 2012, 12:37:13 PM »
I had the opportunity to see this move in action last night and I have to say it's not my favorite. It's too complicated and mechanical, not particularly evocative. I'm struggling to put my finger on exactly why I didn't like it in play. You had to have been there. I gather the purpose is to spark the conversation about who does what and how. It fell flat when we did it though, becoming a discussion about what the difference between a trailblazer and scout was more than anything.
I rather liked the previous version in B2 that had a list of things that might happen on a weak hit. When it was used in play, it was much less clunky. I gather the issue and impetus for the revision was how to adjudicate what was essentially a "group check." So here's a proposed revision:
Undertake a Perilous Journey
When your party travels through hostile territory, roll + Con, individually. On a 10+, you avoid hardship in the wild and reach your destination. On a 7–9, you reach your destination, but you must choose one from the list below. On a 6-, the DM chooses two:
• You consume a ration.
• You expend a use of adventuring gear.
• You're fatigued and need rest (take -1 forward until you do).
• You draw attention to the party.
It would also require a revision of Follow Me and Strider (ranger moves). I think I'd probably get rid of those moves and just give the ranger a starting move that says, "Rugged Outdoorsman: When you undertake a perilous journey with your party, your allies take +1." That makes a ranger very helpful in overland journeys and fits with the archetype.
I'm also skeptical of Make Camp and Take Watch, but haven't given it an honest try yet, so I'll report back after we've playtested it further.
What's been your experience with these moves?