Melba Toast
First Post
Most DMs I've played with tend to simplify overland travel.
Going from place to place typically involves a wandering encounter or two, and the requisite night attack. YOu might have the option to go on a side trek, but generally, if you are traveling from one place to another, it's don't without any real difficulty and in a single session or less.
Descriptions are often limited to a few words about the density of foliage and the shrubbery etc. Rarely does a game impress upon the players any sense of "scope". Landscapes, typically, only take shape when there's an emminent battle.
The result, I find, is that overland movement has become a dull exercise in railroading. Where is the fear of the unknown, the mysterious, the dangerous, and physical hardship associated travel. I think our modern car culture is partly to blame for this. We're so used to getting from point A to point B very quickly in our own lives that we don't consider the challenges of fording a river, or climb jagged slopes. The cold, storms, and oppressive heat are used as flavour text without any game ramifications, while the acquisition and lack of food and water are treated as nuisances that slow down the game rather than core resources the PCs need to protect.
I want to bring a sense of excitement and danger back to travel.
I'm interested in hearing from DMs who run overland movement according to "hexploration" (that's my word for hex-based overland movement). Hexploration seems to be a lost art in gaming.
As I see it, each hex of overland movement should be like entering a new chamber in a dungeon. The difference is that where a dungeon chamber has only a few exits, each hex has 6 potential directions. If played right, overland hexploration should be damned hard for the PCs.
I remember playing the Isle of Dread way back in the early 80s, and a big part of that game, if I recall correctly, was moving the party hex by hex, to discover the locations of lost temples and such. I was young then, and probably didn't appreciate it, but I want to starting doing it again, and I need suggestions for how to incorporate hex-based movement evocatively and effectively.
Most importantly: how do you get players who have become used to overland travel being glossed over to participate in "the hunt".
Going from place to place typically involves a wandering encounter or two, and the requisite night attack. YOu might have the option to go on a side trek, but generally, if you are traveling from one place to another, it's don't without any real difficulty and in a single session or less.
Descriptions are often limited to a few words about the density of foliage and the shrubbery etc. Rarely does a game impress upon the players any sense of "scope". Landscapes, typically, only take shape when there's an emminent battle.
The result, I find, is that overland movement has become a dull exercise in railroading. Where is the fear of the unknown, the mysterious, the dangerous, and physical hardship associated travel. I think our modern car culture is partly to blame for this. We're so used to getting from point A to point B very quickly in our own lives that we don't consider the challenges of fording a river, or climb jagged slopes. The cold, storms, and oppressive heat are used as flavour text without any game ramifications, while the acquisition and lack of food and water are treated as nuisances that slow down the game rather than core resources the PCs need to protect.
I want to bring a sense of excitement and danger back to travel.
I'm interested in hearing from DMs who run overland movement according to "hexploration" (that's my word for hex-based overland movement). Hexploration seems to be a lost art in gaming.
As I see it, each hex of overland movement should be like entering a new chamber in a dungeon. The difference is that where a dungeon chamber has only a few exits, each hex has 6 potential directions. If played right, overland hexploration should be damned hard for the PCs.
I remember playing the Isle of Dread way back in the early 80s, and a big part of that game, if I recall correctly, was moving the party hex by hex, to discover the locations of lost temples and such. I was young then, and probably didn't appreciate it, but I want to starting doing it again, and I need suggestions for how to incorporate hex-based movement evocatively and effectively.
Most importantly: how do you get players who have become used to overland travel being glossed over to participate in "the hunt".