Gonna yoink this for sure.
Roles during travel: the one ring
Made an update to how temperature works.
Notes after having used it for several sessions: Unless you have lots of encounters on the way, the characters tend to heal back any fatigue gained during the day when they rest at night. Other than constantly throwing enemies and obstacles at them to give them extra fatigue, the best way to have the journey wear them down is this:
* Keep track of food and food consumption. You don't have food? You halve the amount of Fatigue/Stress you remove during rest, rounding down.
* Use the Party Tension meter. Bad rolls and Chaos Stars should make it rise. If it hits a mark for "Gain 1 Stress and 1 Fatigue" (for example) those effects are PERMANENT until the character get the party tension below that point. So they start each day with 1 Stress/Fatigue.
* Apply weather effects to any checks during rest to regain wounds/faigue/stress. If you're sleeping outdoors in a rainstorm, you're probably not going to sleep as well as if you were sleeping in a house on a calm summer night.
I actually keep track of two forms of stress/fatigue; one is situational (normal) and the other long term.
Long term stress is tracked on both the party sheet and character sheets. E.g. you add 1 fatigue to the party sheet and every PC gains that fatigue too. When the PCs rest/recover stress/fatigue, healing, etc. they cannot resolve the party stress. So if PC 1 has three stress, 1 from the party sheet, they can only recover two stress using the normal means.
To clear the long-term fatigue/stress they must put significant investment into recovery. Longer downtime, better food, etc. As such, I use it sparingly, but adding 1 or 2 fatigue or stress as a result of a harrowing mountain crossing might take a couple of days to recover. Seems to really work for us.
Wow, that's a great idea. And exactly what I was missing for my travel rules. I've allready been experimenting with giving the party sheet more of a role by slotting status effects (like Freezing) to the party sheet. I've actually been thinking of something that fits in with your rule: If the party tension reaches a mark where there is a negative effect, the effect is permanent until party tension is rduced below that point.
For example, gaining 1 Stress and 1 Fatigue at Party Tension 7. They would then just have 1 Stress and 1 Fatigue each that couldn't be removed by normal means, but only through lessening Party Tension to 6 or less.
With these rules the Party Tension meter would naturally not go around to space 0 once it should go beyond the max space, but instead stya at the max space.