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Playtesting a castaways adventure with the Sunday night group these days. Enjoying it so far and realized some things I could add to improve it. Players immediately stumbled onto the weird cultists, of course. They survived. "Whew, got *that* out of the way..."
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It's been a stream of hijinks, mysteries, and evasions and oh man, the bad luck rolls. (Jungle is slow going/densely populated but also, I wanted to test out the contents of the tables, so we were using luck rolls once per hex—but not all the randoms are hostile or dangerous.)
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I realized one lack: some "factions" are tied to locales, but don't constantly STAY there. "Occupied" locations need a faction-specific table, "What's up here?", for random roll/GM inspiration... to avoid "You arrive, the whole faction's here," or "Quick, GM, make something up!"
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(I mean, "Quick, GM, make something up!" isn't too hard if you're experienced, but I think some people would appreciate tables, if only as "cool idea" prompts beyond what they might think of themselves on the spot. That's what tables are for, after all...)
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I love the PCs, who are all bananas because we're using the Electric @bastionland ruleset for this. A failed duelist w/ a horrible (infantoregicidal) past, an aging former lock guardian with a mechanical eye (now a werecat!), & a chimneysweep dog-man (who thinks he's a god-man).