When I run Network campaigns I lean heavily on rulings, extrapolating on existing mechanics to fit the situations that arise. I get quite a few questions about this and it is sometimes a thing I take for granted because it comes up so often in play. This is a series of posts that will talk about specific ways to use rulings, which will hopefully give GMs an idea of how to bend the system to the events that arise during a session. These aren't new rules but approaches to existing rules, though GMs who wish can incorporate them as optional house rules if they want (many rulings become house rules over time).
I thought a good way to do this would be to discuss a hypothetical that recently occurred to me, but hasn't come up in play yet. This way the ruling is one that unfolds more like it might at the table for the first time.
Suppose the players decide to travel through dangerously cold regions. If you have ever lived in an extremely cold environment, you know how dangerous low temperatures can be. In Wandering Heroes of Ogre Gate and other Network systems (from Sertorius to Strange Tales of Songling) there is a skill called Survival, which is used for a variety of things but primarily overland travel. Its chief function is to see how quickly you reach your destination and if you have any complications or encounters along the way. Here is a brief description from the WHOG rulebook: