Could you clarify the section about Charting a Region? It talks about Places of Interest and Paths, easy enough, but then says "each place and path features challenges, enemies, and sights to see; roll 1d4 for each to determine how many there are". Is that supposed to mean 1d4 Challenges, Enemies, and extra visuals per Place of Interest AND Path? I'm making an overgrown town, which seems to be the Region, with a road, chantry, crossroads, pit, and graveyard as Places, each with Paths to connect with other(s). Was the overgrown town just supposed to be a Place of Interest? I guess I'm looking for clarity on that section since I'm trying to fill out a thematic locale using your generation rules and hit a bump on which tables to roll on.
Both paths and places of interest should have one or more encounters of varying sorts (I guess the difference is paths are a linear sequence of encounters, but a place can be a bit more exploratory). If a place of interest has significantly more than four encounters, you may want to break it up into several places or paths instead. This kind of framework is a bit arbitrary as it's designed more to help players break the world up into navigable chunks, so they can say 'this session we'll travel this path and explore this area'.
I tried out the sample area with a party of 4 wanderers. The baseline mechanics are fun and the combat went smoother after we got the hang of declaring stances. Even with one player rolling garbage all game, nobody died and the boss was taken out in only a few rounds; I'd added one zone of 2 Inhumans and added a 3rd Frog to an existing fight to try and raise the difficulty up.
(Made 4 pre-made characters using the 7/6/5/4 stats, and while I did give 4 items each, the Arming Swords dropped and lack of needing their consumables evened out. I rolled for 90% of the enemy actions. If enemies had a personal loot pool, I rolled it each time.)
Should I have added even more enemies to account for only a 33% increase in wanderers? Should Greater Enemies have more hit points? I'm also intrigued why they would have a stance that only heals 1 Hit.
This is really useful feedback, thank you! My experiences so far are generally that fewer enemies than players = easy fight, equal number = can go either way, more = challenging. I think the more wanderers you have it gets exponentially easier, particularly with bosses, so I'll play around giving bosses more attacks which hit multiples, and place other tactical restrictions on players. In terms of how hard they hit, I was wary not to make them always deal 2+ dmg because of how low Hit Tolerance is and the condition dice mechanic! But sounds like I might be being too kind :)