• Just stay on this heading, Bosk
    • Roll 2d6, how many times depends on flight distance
      • =7 = on course
      • <7 = -1
      • 7 = +1

        • But how do skill mods apply?
          • Extra d6 equal to skill mod
          • Choose the two you want
      • If you miss the target, flip the board (which now becomes the area past the target so move the pawn) and you'll have to circle around with < and > directions now inverted
        • You can choose when to turn around but you can't turn on a dime so you must move at least one more rank
    • Example...
    • Traveling 12 rounds, PC has Pilot +2, so roll 4d6 (2d6 + 2d6)
    • Use grid (graph paper?), all moves are forward or diagonal
    • MAYBE SHOW HIM HOW TO DO IT WITH 2D6 FIRST
    • I THINK MORE LIKE 20 TURNS, INTERSPERSED WITH NARRATIVE ABOUT WHAT THEY'RE PASSING OVER
      • R1 - 4,3,1,1 - choose 4,3=7 = on course
      • R2 - 6,6,1,1 - 6,1=7 = on course
      • R3 - 5,4,3,3 - 3,3=6 = -1 drifted left
      • R4 - 6,6,3,2 - 6,6=12 = +1 straight, but still off course
      • R5 - 6,6,5,4 - 6,6=12 = +1 back on course but need to straighten out
    • There's Magnifico Resort
      • R6 - 6,5,5,3 - 5,3=8 = +1 drifted right
      • R7 - 4,3,1,1 - 1,1=2 = - 1 need to straighten out
      • R8 - 4,3,2,1 - 4,3=7 = on course
    • There's Islessi
      • R9 - 6,5,5,3 - 5,3=8 = +1 drift right
      • R10 5,4,3,2 - 3,2=5 = - 1 steer left, on course
      • R11 6,6,3,2 - 3,2=5 = - 1 drift left
      • R12 5,5,4,4 - 4,4=8 = +1 steer right, arrived destination