I'd like some opinions on how your table interprets a few rules. The thought process behind this is that I like to minimize rolls and especially if there is nothing or very little at stake, why roll? Stakes mean that you have something to lose as well, not only gain.
1. Hiding camp, PM p.148
It doesn't seem to cost any "camp actions" to hide it. Nor does there seem to be any downside to trying to hide it. Why would anyone not hide their camp? I have been playing with the idea of it causing a -1 to making camp skill check due to time being devoted into hiding it etc. Or maybe failing hiding the camp causes a mishap of some kind, not as hard as making one but something.
Overall I'd like hiding the camp to be an action that causes players to think is it worth it time/effort wise. Now it is a no-brainer.
2. Movement, foot PM p. 58 and vehicle p. 82.
As I understand it, you can roll mobility after fast AND slow actions if you really want to haul ass to get extra hexes to movement. So that is two rolls. As I understand it, the vehicles follow the same logic (with DRIVING roll), although the example of Diaz driving IMO is not the clearest since shes only pushing for extra movement on the slow action.
Anyways my main point is with foot movement: Why not roll extra hexes? Once again there is nothing to lose here. I believe at some point in alpha failure meant falling down but it happened too often and made PC's look totally incompetent. Still, I would like there to be some downside to going for the extra hexes. I want players to go "I could get behind that corner if I really try but is it worth it? What if I fail?". HAve you implemented any downside to extra hexes MOBILITY roll?
I am thinking along the lines of "failing forward" here: maybe a mag is dropped in all the fuss when you are running, maybe a weapon/vehicle/piece of gear is stored the wrong way when hiding camp causing it to lose durability etc...