How to Play
Travel
Travel should move the story forward, not slow it down. Most journeys can be resolved through a handful of meaningful Scenes, encounters, or Throws rather than tracking every mile travelled. Safe roads, familiar routes, or uneventful stretches may pass quickly with little focus, while dangerous expeditions through hostile lands, storms, wilderness, or warzones may become major parts of a Session.
Travel is an opportunity to introduce atmosphere, discovery, tension, roleplay, and unexpected problems. The purpose of travel is not realism or simulation, but to create pacing, adventure, and a sense of the wider world beyond the immediate Scene.
Difficult Terrain
Difficult Terrain represents environments that hinder movement, positioning, balance, or physical action. This may include mud, deep snow, rubble, steep slopes, thick undergrowth, crowded spaces, waist-deep water, or similarly obstructive terrain. The GM can also rule uncomfortable social settings as Difficult Terrain.
When acting within Difficult Terrain, all Throws suffer -1 Outcome.
When travelling, the GM should focus on:
- Dangerous routes
- Difficult terrain
- Resource pressure
- Unexpected encounters
- Environmental hazards
- Interesting discoveries
- Character interaction
- Story progression
- Local rumours and information
- Changing weather conditions
- Faction presence or influence
- Opportunities, shortcuts, or hidden paths