One could argue (and probably successfully) that an Endurance drop instead of a Fatigue gain would have been the more RAW solution, but since they’re both points on the same scale that have no impact until they meet, mechanically its mostly the same thing.
One could argue that an even better solution would be to call for a Travel Roll, given that being caught out in terrible weather is explicitly listed as the sort of thing Travel Rolls cover, and if failed the players would be hit with fatigue (technically even more fatigue since it would be equal to their gear not just a point).
But if I were trying to justify this choice (go out in storm, suffer Fatigue) as a perfectly 100% valid application of existing rules, my logic would go as follows:
1) The Hazard lists are explicitly suggestions, not exhaustive, and GMs are empowered to invent new ones based on the fiction on the fly…and that would obviously include consequences like injury or what not. And since there’s already a precedent for a Hazard pinging Fatigue directly, I’d consider myself as GM to be authorized to use that for Hazards I create as well.
2) Hazards are generated by random roll (eye results) because of the underlying assumptions that these are things that seasoned travelers would actively try to avoid, and the randomness reflects those occasions where they are unable (despite best efforts) do do so. But what if the companions aren’t trying to avoid the Hazard? What if they are actively seeking out the Hazard on purpose? Clearly the game rules did not anticipate players would do that, but just as clearly its a thing that players could reasonably seek to do. So this would be a case (as in any RPG) where the GM is required to bend their mind to the task of coming up with a way to resolve it. If the Hazard is one that might be hard to find they might call for a skill roll to find it, or if it relies on the vagary of the weather just a randomizer. Such rulings are staples of all RPGs — they are, in fact, a defining feature of what differentiates an RPG from a board game or CRPG.
3) So I can, as GM, clearly come up with a new Hazard called “caught outside in a really bad storm” and I can cause the impact to be a Fatigue hit and this is all legal, RAW. Players clearly have the autonomy over their characters to actively seek out such a Hazard in play. But since I’ve already established in the fiction that outside is a really bad storm, there’s no need for a roll related to the vagary of weather…it currently isn’t vague at all.
Ergo: Really bad storm Hazard is in play. Players actively seek it out. No roll is needed, its right there and they chose to be in it. Boom, consequences as for any other Hazard, and the consequence for this Hazard is Fatigue gain.
All perfectly legit, all completely consistent with RAW — no making up of egregious book throw inducing nonsense required. Only difference is its the adventure writer doing it, instead of the GM live at the table…but that strikes me as exactly the sort of teaching GMs how to play the game thing, that a good adventure writer should be doing.
How’s that?