Journey

When undertaking a long journey…

If you don’t know the way, then it’s not a Journey and the World decides what happens. Or you could take back control by obtaining a map, a guide, some directions, or by picking a different destination you know the way to. Vague directions can be enough but always make the journey dangerous and give a Disadvantage to all PCs.

If you know the way...


1) The Thing

Along their journey the PC notices some THING about the territory. If the PC’s Player describes it, they get an Advantage. Otherwise, they forgo the benefit and someone else will have to do it.
Continue to step 2).

Describe a Thing, not an event: a small location, a creature, a plant, a rock, a section of a river, a hole in the ground, any one Thing that grabs the PC's attention during their journey. Avoid narrating context and circumstances. Come up with the thing, describe it briefly, and explain why the PC might consider it noteworthy, why it might grab their attention.


2) The Event

The World describes a short event that happens during the journey, then continues on to step 3). The event could be helpful, problematic, or just odd, but it must always:

Take it easy, this is a small and odd event. Don't force your hand to make it into a big challenge or encounter. Try treating the thing from step 1) like Simple People; the event would then be something that the thing does, shows, or suffers. Think small!


3) The Roll

The Player rolls+Knowing, resolves the outcome, then continues on to step 4).


4) Stay or Go

Any Player can suggest interrupting the journey here in order to stay and explore the thing/situation just discovered. Avoid lengthy discussions and just take a vote:


5) Arrival

If the journey took days or more, perform the Long Rest move. The World can frame it either near the end of the journey, sometime after all the short events seen so far, or already at the destination, especially if the location is not new or arrival is not urgent. Otherwise, you have arrived.