Splatbook*

Challenges

  • You need to watch out for ___
  • The way is perilous, plagued with danger
  • You risk getting lost
  • You must surmount/cross/brave ___
  • The terrain itself is treacherous; you risk injury on the way
  • The way will be grueling; you risk exhausting yourselves/your resources
  • You risk drawing the attention of ___

You'll usually link these with "and" but can also use a merciful "or." "You'll need to bring warm clothes OR the way will be hard and grueling." "You need to wait until daybreak OR you risk getting lost."

If you choose "First you must travel to ___," then Chart a Course for each leg of the journey. You can nest this requirement two or three levels deep. A journey to Lygos might require traveling to Marshedge, and from there to the arid South, and from there to Lygos proper.

Answer whatever questions the players have. Clarify your statements. Don't be afraid to negotiate or change your mind. Write your choices down with tick boxes next to them. Ideally, put this someplace public so the players can see it, too. This will help the players make preparations, and it'll serve as your narrative to-do list once the journey starts.

As the PCs Outfit or otherwise prepare, remind them of the requirements. "Does everyone have something warm, like a cloak or thick hides?" "You'll need to bring a horse and cart—someone's going to need to Requisition for that." "You still need to find a guide, a map, or accurate directions... how do you go about that?"

If they fail (or refuse) to meet the requirements, tell them the consequences and ask what they do. "Okay, without a guide, you'll risk getting lost." "Okay, but without enough supplies, you'll definitely need to Forage, and that's both time-consuming and risky." "Okay, but without warm clothes you will probably freeze to death. What do you do?" Sometimes, they'll fail to meet the requirements and call the journey off.

Once they set out on the journey, you'll frame scenes and situations that show them traveling and approaching their destination. During some of those scenes, you'll make GM moves that introduce the challenges you outlined. You'll ask the players what they do, resolve the situation, and—assuming the PCs keep going—move on to the next one. See Running the Journey starting on Running for more guidance.