Hi,
I was really hyped to try Against the Wind. The vibe of the game is great, artworks stunning, and the Book of Tables is incredibly rich for building a world and filling it with life. I also enjoy how simple the 5d6 resource system is. It keeps things tight, clear, and easy to track. After setting everything up, I jumped into play right away.
But once I got into the action roll, I started running into trouble. I beleve I understand the intent: rolling isn’t a skill check, it’s a choice to open the moment to uncertainty and complications. If I don’t want the story disrupted, I simply don’t roll. If I do want uncertainty, I roll.
But the odds behind that choice feel difficult. With the target being 10+ on 2d6, the chance of reaching that level without spending resources is extremely low. So rolling almost always means: “I expect/want this moment to be complicated,” because the default unassisted outcome is almost guaranteed to bring issues and drain resources. In practice, I guess most players will only roll in scenes where the difficulty matches what they’d treat as a “hard DC” in other games: moments where trouble already feels likely. That means there’s no surprise in trivial moments unless I choose to create it, and a chosen twist... isn’t really a twist anymore.
This also affects the behaviour of hazards. The drifting net and damaged road I encountered in the early scenes cease to be a hazard unless they are linked to an already loaded scene. If I don't expect the risk, I don't roll the dice, and nothing happens. If I roll the dice, I force chaos into something that should seem simple. Hazards thus become either color elements of the setting or chaos, closer to the tone of Aendvari's I Hate Mondays, where most of actions are a mess but without the comedic aspect that game embraces.
The result is that surprise fades outside of the big crossroads.
Since rolling is optional, I only roll where I expect trouble.
When I expect things to stay calm, I never touch the dice.
So I end up choosing where drama appears, rather than discovering it through play.
But stories often shift in small moments.
Even ordinary scenes can spark new directions when something minor goes wrong at the wrong time. History itself had moments like this: a king dying by hitting a low branch during a hunt, changing an entire kingdom. These abrupt turns matter because they aren’t planned.
In Against the Wind instead of being surprised, I’m steering the trouble. At that point, the dice feel less like a source of tension and more like a confirmation of drama I already expected
I’d love to hear your thoughts on this.