Putting the results in play

Pick threats and opportunities based on the results of the Seasons Change move, the established fiction, the needs of your game, and the wants of your group.

As you make your decisions, consider:

  • Are there any threats barreling towards their impending dooms?
  • Does your game need more threats, or do you have enough already?
  • If there's a seasonal gain, which one did the player pick and why?
  • Is there a particular threat that the PCs want to deal with, or a goal that they want to work towards?
  • Are your players looking forward to an expedition, or would they prefer a relatively quiet season at home?

Like, say that the Seasons Change to summer and the player rolls a 6- (a threat). If spring had multiple adventures, and the players say that they'd like some downtime this summer, then pick a threat that's real but not immediately urgent or actionable, like giant spiders at the northern edge of the hunters' range. Or pick an internal threat, like a conflict between the Disciples of Aratis and the newly arrived Hillfolk refugees.

Then, let's say that they roll a 10+ in autumn (a seasonal gain) and pick "trade opportunity." If the group is itching for adventure, maybe some Hillfolk offer a few horses if the PCs rescue their kids from the Ruined Tower. But if the group wants to keep plugging away at the homefront, maybe a merchant comes through with a few cartloads of timber that they're willing to trade for Surplus.

Tor's blessing covers the whole season, and an unexpected bounty has already happened. But for threats and other seasonal gains, it's your call when and how to present them.

For example, you might…

  • ... describe the threats/gains right after the Seasons Change roll; or
  • ... play out a few scenes in the new season, and then put the threat or gain into one of those scenes; or
  • ... introduce interesting news in early autumn, prompting the PCs to go on an adventure, and reveal a threat when they get home; or
  • ... let the PCs spend most of spring working on projects, and reveal a valuable insight at the end; or
  • ... ask the players to each describe one good day in winter, before threats start to abound and everything goes to hell; or
  • ... something else along those lines.

Use your discretion to set a pace that you and your group are happy with, but be careful not to undermine the players' choices. Like, say they get a 10+ in summer and pick "Tor's blessing" and "population boom" because they want to Pull Together on a project. Don't delay that population boom until summer's end where it's too late to help. Talk to your players about what they expect and what they want to see in the game, and respect their wishes.