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(+1)

This is an ambitious adventure, which packs in a lot of worldbuilding and plot. Lovely bit of pathos at the end! I love the crunchy elements of resource management, and nicely developed mechanisms for exploration.

It might be nice to have a timeline/overview of events to make it easier to see at a glance how the premise is set up. Likewise developing the visuals as others have mentioned.

Have you considered that the way re-rolls work on major and minor events means that exposition will become slower as the mission goes on? (It would give a sense of getting further from civilisation, so if that's the intent then please ignore this!) It might be better to switch these around so that you start by rolling on minor events, and if that minor event has already come up receive a major event instead, so that you gather pace instead? 

Overall, lovely bit of storytelling that I would enjoy playing through :)

(1 edit) (+1)

Thanks for the thoughtful response! In another version I'd love to add more visuals. And yes, hopefully the major events -> minor events fallthrough simulate the feeling of getting further from civilization (partly to explain why no one else has completed the adventure before them) and make later events faster to resolve, without leaving hexes totally barren. Major events usually obligate action despite containing no plot information (plot info shouldn't be distributed randomly), so they can take more time away from the mystery. Minor events can just be skipped. It can probably be tuned better with more playtesting, though.