So, I'd like to approach the plan part of this vote in a different way, starting by analyzing our options, both what it offers and what we're giving up by including it. In an ideal world, we want to include the highest-value beneficial events, until adding the next highest-value beneficial event requires us to balance it with the next least-worst hindering event that costs more than it gains. Beneficial events will be ranked on how much value they add, and hindering events will be ranked on how much damage they cause.
[] Your sleep is filled with prophetic dreams that give you information on your new world.
Low value. Learning about the world through magical dreams is useful, but we're able to muddle along without it--we already are notably weird to others, and know we're a fish out of water ourselves. This would increase if we were to gain a secret insight with it.
[] Kindly locals help you gather enough supplies to keep your band going.
Medium value. If we rush hard enough, we don't need much additional for supplies, meaning this is less pressing. If we dally more, this may become more important--adding this and one other item may help offset two bad ones, with good foresight.
[] A friend thought lost returns the band.
High value. A guaranteed friendly face is helpful just on the face of it, and Artemis will be pleased, too.
[] You meet an intriguing stranger on the road.
Medium value. This is still a beneficial event, but with so little to go on, we're almost rolling dice.
[] A talented newcomer joins your band of travelers.
High value. More people does mean more possible security breaches, but playing almost any Fire Emblem game tells you to recruit anyone of value whom you can.
[] You find a treasure that will aid your journey.
Medium value. Arguable, but it's a bit of a stab in the dark without details, hence why I'm giving this a moderate ranking. What sort of treasure, what sort of aid? Who knows?
[] The broader world has a stroke of good fortune.
Low value. I'm not opposed to the world having good fortune, but does that really aid us here? Without specifics available, I am tempted to give this a pass.
[] A large element of the bandit force catches up to you.
High damage. This is close to a failure state: we want to avoid getting caught. Even if we overcome and move on, this is what we're trying not to do.
[] Unnatural beasts waylay your path.
Moderate damage. Less intelligent foes aren't here specifically to pursue us, so they are less of a failure state. Potentially interesting encounter, too.
[] A plea that cannot be ignored delays your travels.
Moderate damage. This is a hindering thing, so the most likely reading of this is something like "my [family member], he's stuck, please help!" and then heroic impulses take over. This is damaging mostly because of higher tensions if we fail and the general delay it entails.
[] Unexpected resistance throws events into chaos.
High damage. This has perhaps the second-worst chances of throwing us dramaticaly off our intended course. This could cover anything from an earthquake to an assassination, so I would rather not.
[] Internal tensions boil over at the worst possible time.
Minimal damage. It might be more accurate to say that this is interesting rather than minimal damage. If we see internal divisions, we'll get to see more aobut our companions more quickly.
[] Your companions discover your nature… and they are not happy.
Minimal damage. The truth of our manakete nature will come out. It coming out early means we have much less of a track record behind us to support things like "I am trying to be a good and helpful person", but it coming out later makes us seem less trustworthy and more willing to lie (at least by ommission). I favor early on balance, even if it is a hindrance now.
[] A shadow moves beyond your sight.
Moderate damage. This is presumably the most major force of evil in the world. Either it becomes more aware of us, or it becomes more active, and either way it's bad. This is more a ticking timebomb than an immediate problem, though.
With that considered... I think I see three hindering things that are interesting or low-damage, which lets us have four beneficial ones:
[x] Direct Path. The most obvious choice, it will take the least amount of time to get back to Artemis's home. However, it does leave you somewhat vulnerable to the bandits. Artemis favors this option.
I'm less concerned about path right now, so I'm defaulting to Artemis' pick and the least need for a resupply (probably).
[x] Getting to know your companions. You've talked to Artemis, and you consider her a friend, but you don't know a lot about her. You also haven't had much time to talk to Axton and Lancel. Get to know them, and maybe they can get to know you too.
This one plays into my like of having interesting character interactions, and justifies a lot more the hindering things I picked--getting to know companions means we probably slipped up and revealed that we're a manakete, and that is why internal tensions boil over.
[x] Plan With Friends Like Dragons, Who Needs Enemies?
- [x] A friend thought lost returns the band.
- [x] You meet an intriguing stranger on the road.
- [x] A talented newcomer joins your band of travelers.
- [x] You find a treasure that will aid your journey.
- [x] Internal tensions boil over at the worst possible time.
- [x] Your companions discover your nature… and they are not happy.
- [x] A shadow moves beyond your sight.