Splatbook*

Running the journey

The PCs have made their preparations. They're doing this. "We head out," they say. They're looking at you. Now what?

Break the journey up into points of interest and legs of travel. The points of interest are the landmarks and the spots where you know something interesting will happen. The legs of travel are the paths between those points.

Then, run the game:

  • 1) Establish the situation: they're either on a leg of travel, or they've arrived at a point of interest. Describe the environment, provide details, ask questions, portray characters, etc.
  • 2) Make a soft GM move, especially an exploration move. Maybe your move introduces one of the challenges from Chart a Course.
  • 3) Ask "What do you do?" or otherwise figure out what they're up to.
  • 4) Resolve their actions. If they trigger a player move, do what it says (and see page 326 for player moves specific to expeditions). If they roll a 6- or ignore a threat, make a hard GM move. Otherwise, say what happens.
  • 5) Repeat. Continue to update the situation, make soft GM moves, ask what they do, and resolve their actions until there's nothing interesting left to say or do in the current situation. Then, transition to the next leg of travel or the next point of interest.