Preparations
When the PCs announce their intentions to head out and pursue the opportunity or deal with the threat, they'll often trigger these moves:
- Chart a Course, in which they tell you where they plan to go and you tell them what's involved in getting there.
- Outfit, in which they "gear up" for the expedition.
- Requisition, in which they might borrow town assets (like horses or carts).
As they make these moves, sprinkle in various homefront and other GM moves as appropriate. For example, when they Chart a Course, maybe ask a provocative question to the Ranger about the dangers they might find. When they Outfit, maybe introduce someone interesting, like the publican who provides them with whisky for the road.
The PCs might also Trade & Barter, Know Things, Seek Insight, or Persuade. They might recruit some followers, or have some folks insist on coming along. They might set the town to work while they're gone and have them Pull Together, or Muster the town's defenses (page 534).
See the Expeditions chapter Expeditions for more details.