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(+1)

Thanks so much for the detailed feedback! Most of this was just copy/paste errors or the result of the brevity necessary to keep the game to its current page count. I think I've fixed everything you've pointed out in the 1.1 version that's now available.

Other stuff you mentioned that didn't necessarily get addressed in the update:

  • Folk don't have concrete methods for learning their extra details or a Reputation table because there's no mechanical benefit to having additional info about them. The intent is that they explicitly start with some blank spots that you can develop/discover during play.
  • Identified flora can be consistently found during foraging on a partial success or better. Otherwise, you're stuck with random flora that might not be what you want. As far as whether flora with "ammo" as a Secondary effect also inflict their Primary effect on targets... that's up to you! If I was running the game, it would really depend on what kind of flora it is: a mushroom or a fruit that could burst open might do so, but some tree bark or a handful of nuts might not. As far as being able to refine flora into poisons: yes, definitely! You can refine any flora into an item that just has its Secondary, and most of the Secondaries are very hazardous.
  • Journeys are the only way to get from area to area, and your team will likely need to do so in order to gain strength, advance their goals, and so on. A larger table for quests and so on was a bit beyond the scope of the base rules, but a good rule of thumb is that any haven will have a random folk (flip a coin whether it's a type of folk you already know about or a totally new one) who'd offer you a 1d6 spoils roll to do a reward-appropriate task that would require at least one journey.
(+1)

I love it <3 downloading the 1.1 now, I've got a long day of needing a distraction ahead of me (family member's surgery, I have to wait at the hospital until I can take him home) and I'll devour it cover-to-cover!  Thank you!