Matthew Sanchez stuff that would be useful or interesting to me, take it or leave it as you wish:

* When you set up a scenario, you pick travel, gathering or fight as the main “thing”. Are all those scenario seeds built around the three-act structure? The scenario cultivation sheet implies that, and that’s cool if it’s true, but I’d love to see some guidance into what “acts” might look like in a travel scenario. It seems to me like the travel rules (condition, travel, direction checks) bypasses acts entirely.

* Are the acts intended to be pretty railroad-y? This is totally not a value judgement! But if they are, it’d be useful to talk about that. I can’t really tell if the game is meant to be a sandbox (here’s a map, go where you want to go), or character-driven (seems like not-at-all, beyond everyone’s mandate to journey), or plotty/railroady (i..e hit these story marks).

* What goes into a good act in each mode? I kind of ask that already in my first bullet (ie how to Acts interface with the travel rules?) but it’d be, I think, useful to talk about that some for gatherings and fights as well. Best practices, advice, etc.

* I like the “game balance” tables! I’m not sure how to implement the monsters one, though. Is an act an encounter? The Objective Sheet makes me think you might have (at most) one monster encounter per scenario.

* I’m looking at the small print on page 156, where the Scenario Objective Sheet is explained. I like that you say 2-3 days of travel from start to destination is good, and that 4+ suddenly becomes dangerous. Excellent! I didn’t see that originally. It also makes me think that “travel” doesn’t really belong on the Scenario Cultivation sheet. 

Reviewing that chapter, mostly what jumps out at me is that I don’t have a good sense of what the volume of a typical scenario is. How many rolls? How many times will they touch the system? I had a similar problem with Torchbearer, which involves a ton of system interaction but a very, very small volume of fictional stuff.