Those are cool examples, but I have a hard time fitting them with the text on page 254:
“The predicted weather takes hold at the start of the next session, or due to a weather-based complication this session.”
So if no weather-based complications occur, there’s no real immediate effect until the beginning of the next session, right?
It also feels kind of strange that a PC could have a successful Weather Watching test where the results come in because of a weather-based complication – that the GM brings in. Doesn’t feel like much of a complication if a PC had previously used Weather Watching to set the outcome.
I guess there’s a disconnect I’m just having a hard time seeing.
The first one bends it a bit; the weather was alread cool, cloudy, and damp. They used the weather in place of scout to hide their tracks from the complication; it’s more of a wises kind of use.
THe second is EXACTLY what the rules do… note that the roll was failed; had he made it, obstacle 1 would have been something else, but it being cool and sunny, that’s good travelling weather; since he failed, he go nasty weather as a complication held over from the player turn.
Also, keep in mind: Most weather watcher rolls will be player turn… It’s the player telling you what the next weather obstacle will be, but only if they make the roll.
I don’t understand this question. Here are the things that could happen:
By default, the GM picks what the weather is at the start of each session.
The player makes a Weather Watcher test and succeeds with a margin of 1. He (rather than the GM) gets to dictate the weather at the start of the next session. It must be seasonable weather.
The player makes a Weather Watcher test and succeeds with a margin of 2 or more. He (rather than the GM) gets to dictate the weather at the start of the next session. The weather selected may be unseasonable.
The player makes a Weather Watcher test and fails. The GM may choose to apply a Twist, as with any other failed test. The Twist may be a weather-based complication that changes the weather in the current session and counts as one tick toward the end of the current season and the beginning of the next.
The player makes a Weather Watcher test and fails. The GM may choose to give the character a Condition. The weather the player wanted to impose starts at the beginning of the next session.
Allow me to step back for a moment to make sure I understand the terminology. I can’t look at my book for clarification right now, but this has tripped me up previously. Is a weather-based complication a mission obstacle, a twist, or something else?