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My criticism of the new Journey rules is basically exactly the same as my criticism of traps that require a passive perception check, and if that fails then a dexterity check, and if that fails then you take damage. At no point is the player asked to make a hard decision; they are just rolling dice reactively. So adding an elaborate description of the trap, and a harrowing narration of what happens when it is triggered, doesn't change the underlying problem.
the lack of decisions leaves me with the impression that the system might end up being too much if your are basically just calculating a stats travel cost and too rigid in its abstractions if you actually want to play out the journey with interactive scenes.
The easiest way to introduce choice seems to interpret the target selection not as has hard player/roll selection, but as focus selection of an abstracted location or situation.
So for example, 2 could be something like "while scouting" where the scouts, because of their role, have the easiest chance to react to, but you could imagine the look outs might have a good chance to be somehow able to take action, while the rest of the roles would be probably too unaware to do anything - defining such degrees for all cases.
Then the group could decide based on the set scene which group roles should be able to react narratively and take the additional difficulty of the narratively lesser chance to react if they think that would be a good idea.
Since the event table has outcomes with "at least one" or "if all fail" there is the additional choice element of deciding between potentially different numbers of rolls and how that might figure in their potential success.
Of course that requires introducing some form of difficulty, which might or might not be desired, but given the multiple options of removing dice, requiring more successes or adding TN boni it shouldn't be hard to define something workable.
An alternative would be to keep the fixed group selection, but offer the respective players a graded selection of potentially useful skills to choose from. Just with the given, for example Hunting as primary choice for Hunters and Athletics as secondary with an increase in difficulty.
Both variants would be comparably small changes to the general procedure of Journeys, but provides a bit more of "LM sets the scene - players/chars make a choice - test resolution" with focus on making some choice in it.