So I haven't added much to the thread in the last couple of days, but I have scribbled down a bunch of notes and encounter ideas in my binder during breaks. There's a couple things I wanted to touch base on, and see what you guys thought;
Does anyone actually enjoying having to manage their inventory, such as the amount of arrows or crossbow bolts they have left? If it's not something powerful and rare, such as a cypher or explosive bolt, I'm totally fine just assuming those of you who have crossbows keep themselves well supplied with their everyday ammunition.
Since there's a beast among us, I'll be keeping track of a lunar cycle. When it comes to things like a weeklong travel, I intend to skip over the boring bits, however. Mention you travel and camp for a few days, RP an encounter to gather or trade for more food, possibly an encounter with some bandits or beasts along the way, RP out the events at camp one of the 5 or 6 nights (things can happen in the main or side thread, whichever is preferred), then skip over the remaining two days and jump to the arrival at the next point in the adventure. Does that work well for everyone?
I probably will keep track of food supplies, as I do find it interesting to either stop and hunt or barter with (or rob!) other travelers for their next meal. It also makes money a bit more valuable, gives hunters more opportunities to shine, and those scenes can turn into some exciting encounters.
Lastly, there's two ways to handle challenges. One way is for the GM to be upfront about the difficulty of a task. If the players need to cross a river, let the players know in a spoiler box at the bottom "swimming across the rapid river is a difficulty 4 task." The other option is to give enough information the players can make a decent assumption about the difficulty, without ever telling them what it is exactly. "The water is flowing rather fast, enough to be rather intimidating to anyone untrained crossing, though any seasoned swimmer has likely crossed far worse." I personally prefer the latter, not knowing the exact number makes things more exciting in my book, but I thought if ask what my players thought before committing to a method.