- Reduce how much you have to think about in game.
- Force the adventurers to make decisions.
There's a single die roll that drives all this, on a single unified wilderness travel table. The table includes so many different things, and the best part is that I don't have to think about them until the table tells me to. Some things that can come up on the wilderness travel table:
- Signs of a potential encounter from far off (footprints, a bird in the sky, noises, etc.).
- Getting exhausted from travel.
- A change in the weather.
- Getting lost.
- Suffering ill effects from weather, like getting lost in the fog.
- A rare encounter without any warning signs.
The length of each "step" varies by terrain, which sounds difficult, but in practice it's been very easy. On open, level ground, I put a little tick mark for a step every 2 miles on a trail. In rougher terrain, I put the tick marks closer together. On steep slopes with rough terrain, I put the tick marks really close together.
And that's it. The party sets out in the morning, so they roll a die. That tells me how far they get, how the journey affects them, and what kind of encounter they have. If they decide to travel further in the afternoon, they roll again and repeat the process.
I'll post more on this process soon, but for now, here's a brief travelogue using this travel table:
- Day 1. The party sets out from the tip of Ghost Cape on a cloudy day, traveling a few miles before spotting a warship out at sea. It starts to rain around nightfall, when they make camp on a high area overlooking the sea.
- Day 2. It's still raining as they head west across open fields, hoping to find the river on their map. The rain grows heavy and everyone is drenched to the bone. They find the river and head north along its banks, straggling into the town of Goose Meadow by nightfall, drenched and exhausted.
- Day 3. The weather has cleared up. The party hikes north, upriver. Around midday they notice the dark form of a blood vulture circling over the falls up ahead. They fire a few shots and scare it away. They spend the rest of the day clambering up the bluffs near the falls, ending up a mile or so away from the river at the top.
- Day 4. Cloudy skies and not much progress as they hike through the forested hills, continuing roughly north and getting back to the river. By midday they've found the settlement of Hidden Rapids. By nightfall, they've run across a trail heading in their direction. They make camp just off the trail.
- Day 5. A light rain starts up. From a hilltop, the party can see the silhouette of a fort a few miles up ahead. They arrive at Fort Protection by midday, finding it looted and abandoned. According to their map, the elven settlement of Refuge City is only five miles or so past the fort, so they continue onwards. The rain grows heavy, soaking everyone thoroughly, but they arrive at Refuge City by nightfall and get some rest at the inn.
Looking forward to seeing this table.
ReplyDeleteHopefully I'll have it polished up enough to post soon.
DeleteI like this. I'd love to see the full table, as well as a little more mechanics on the roll. How does the dice roll tell you both the number of steps and which entry to use?
ReplyDeleteLet's say you roll a 13 on that d20. Row 13 on the table: "4 steps, exhausted". So you travel 4 steps on the map and are exhausted as a result.
DeleteAlso interested in seeing the table.
ReplyDeleteMe also. Certainly sounds good.
ReplyDeleteI really like your posts about hex crawling and wilderness adventures, and as all the others, I am eager to see your unified wilderness travel table!
ReplyDeleteThis is brilliant, overland travel always becomes a drag for me! Keen to see how you got those results.
ReplyDeleteThanks for adding me to your Blog-o-Log too :)
You should definitely post the full table, or whatever equivalent you're using now - I'd love to see your take on exploration mechanics.
ReplyDeleteI'd be most interested in seeing this. Having travel duration and distance variable is a subtle and clever modification of the constant-time-turn calendar approach and I don't recall having seen it elsewhere. Episodic flashes of agency between elided expanses of drudgery - certainly this would be applicable for wavecrawls.
ReplyDelete