I don’t usually look to much mechanical guidance from adventures, except from the adventure included in the rulebook itself. In my experience, adventures and supplements are used for testing out ideas, or creating specific, one-time exceptions to the rules. It seems people think an adventure or supplement cannot be complete unless there is some new mechanical thing thrown in there for good measure, so to me, those things are all rule exceptions… True, the fact that they are THERE and sometimes even written by the game designers themselves, sort of gives me permission to incorporate them or drift even further… wait ’til you read Heart of the Wild, p.60, and find a Fellowship Phase Undertaking that allows your heroes to recover Hope, on a regular basis… How’s that for a game changer?  😀