I like how these moves combine two things that most people would consider opposite: narration-based gaming and XPs. This is a mechanic which encourages wilderness exploration, one that is perfect for travel montages, and which introduces a pleasant change of pace in a long term campaign. It's a nice way to introduce a group used to guided play to co-op gaming and an occasion for the GM to rest a little. I think my group could at least spend one hour on this. If the group desired to spend more time playing this journey out, these moves could be easily expanded upon. As a player I'd like this mechanic, as it's nice to gain some extra XP to inch ever closer to that sweet sweet next level. The XP gained can be adapted to the game needs: e.g. in D&D I would probably give out XP in the order of hundreds.
Tech Pack- The Journey and Return Home
A downloadable tech pack
The Journey and The Return Home are two adaptable Moves to abstract voyages and travel, and provide a framework for collaborative world and story exploration.
Released for the Tech Jam.
You can slot the moves into d6 dice pool based systems, or adjust them to fit other systems and subsystems.
The Journey and The Return Home is licensed under a Creative Commons Attribution 4.0 International License.
The Journey and The Return Home may not be used for works that are racist, sexist, homophobic, transphobic, or bigoted in any other way.
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