hmmmm Not sure what good it is to track the # of hazards.
My one gripe with the game is that it seems to me that the Hope economy is so tight that players will hoard their Hope, or use it up too fast… in which case, either the players wind up using Hope only 1 per session or worse, burn up their Hope real fast and the character becomes unplayable in a couple of sessions… Would love to hear your opinion on this, Paul Beakley , whenever you think you’ve a good sense of how it goes.