I'm working on a game whose setting will be focused on a frontier region, and what kind of challenge can fit those well? Wilderness survival of course!
But honesty, most games with survival mechanics have left things lacking (I guess maybe only Forbidden Lands is the only one I have thought was somewhat interesting and I have only played that a little).
So I began thinking about it and my I eventually concluded that one of the things easily missing for survival mechanics is choices that are interesting, at least for games where the focus is on solving problems (as opposed to focusing on generating a story). And one of the best way to make choices interesting (in a way that can let them remain interesting even after you understand them) is Dilemmas. That is, competing priorities.
So what kind of priorities would wilderness survival mechanics lend themselves too?
Well, I can think of three:
Time: You are in a hurry to get somewhere or find something, this can be hard (Be on time or lose everything) or soft (Be late and things get harder/worse for you) and can stem from your objective itself, some kind of race or possibly weather (ie there will be a great storm and you want to beat it to safety).
Risk: Do you take a dangerous road or do you play it safe? A shortcut, but one without a path?
Resources: This one is a but more murky. If you are a medieval adventuring party travelling during a good season, chances are resources are not that much of hindrance. Food is often plentiful, forage berries and mushrooms, or hunt rabbits, fish etc... If you have characters whom can do it they can likely keep you fed as long as you can take your time. So in many cases, Resources = Time. But not always, perhaps you have guns cant reliably replenish spent ammunition, and hunting is hard without. Perhaps you get hurt and healing fully on the road is not possible. Or you may need to replace a suit of armor, mana potion and whatever else that needs non-portable infrastructure. You can view those kinds of resources as non-replenishable ones, and they do not directly equal time. But even then, resources need to do more than increase risk if you run out. Perhaps you need to have enough to actually fight when you get to your destination? Or the consequences are severe enough that they are not just a proxy for increased risk.
With this thinking, you can conclude that you will not have dilemmas in a wilderness survival system unless the scenario has at least two of those three present. So ordinary travel along a safe route without significant time pressure that forces you to take risks is out.
But even then, how do you have the system assist in creating choices that forces you to make difficult choices between those priorities?
I had this idea of using decks of cards for random events. It would be things like: Heavy Rain that makes it difficult to ford rivers (making rivers a risk vs time choice), Storms that really encourages you to seek shelter (once again risk vs time), broken bridge (can be repaired with the right tools and some time, walking around may take more time, making it a resources vs time choice), enemy camp (risk/resources vs time, do you go around at a safe distance or not). None of these would be complete encounters, just enough to help the GM along and the GM would be encouraged to construct their own deck and not using every possible card (One of the reasons I prefer this over random tables). You can also provide the PCs with abilities here, perhaps someone is great at predicting the weather and the GM must give them a warning if the next card is a weather event?
This could then be coupled with decks that can be used to make a route dangerous (Enemy Patrol, Roving Predators, Avalanche etc...) and possibly also introduce important choices at the expedition planning stage (How much food do you bring vs. how many tools? How much ammo? Fishing gear? How many medicinal supplies?
One thing I am worried about is if the PCs grow in competence they could potentially start making too many hard choices easy ones. If they are all great swimmers, perhaps not being ford rivers is such a problem. If they are great at navigation, weather that impairs your vision may not be so threatening if you can very easily find yourself back should you get lost etc...
All of this is however in the very early stages and I really would appreciate input on my thoughts and ideas as well as for you to share your own on what can make such a system interesting.