• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Overland Travel: a return to Hexploration?

howandwhy99

Adventurer
Overland Travel is fun and can be a big part of the game. I treat it as another type of map exploration, a.k.a. spacial exploration over a timeline.

In dungeons this is fairly straightforward. There is a maze of corridors and larger open spaces or rooms. It is typically a gaseous environment bounded by solids, but liquids have their place too. Two dimensionally-speaking the borders within sight lines of the PCs are almost always double, one to each side making a corridor. 3D adds vertical doubles, which are usually of uniform height marked on a key (floors & ceilings), but variations are possible and noted by location. The PCs travel typically via sight with lighting along these lines with inclines and declines noted when over a certain degree. Those under can be purposefully checked for with a standard chance to notice, dwarves being superior at this.

Overland Travel uses the same system as above, but terrain borders are almost never doubled - with the common exception of road edges. The outdoors includes more than the overland, but the standard map is one of a solid floor, gaseous ceiling levels demarcated by density, and liquids mixed in. PCs follow the maze of lines marking the edges of terrain types they can sense (e.g. grassy floors, treeline walls). Like dungeons, terrain affects travel times, but in the outdoors the big difference is scale. I use 10 yards/square for close up action and miles for longer distances. I use 1" and 1/2" hex overlays for measuring the distance of map lines followed, so time and travel distances can easily be tracked.

Going off road is to blaze one's own trail and includes its own dangers. The first of these is getting lost. Keeping a general direction is normally fairly easy overland with some study of the celestial bodies - bearing points - but getting lost even with them is a common occurrence (environment affecting sight distances). When underground, direction is best kept track of through careful mapping. In whatever case, a good lodestone is valuable. Underground trailblazing is more aptly named tunneling, but like heading into the wilds it creates a trail although one far more obvious and more permanent in the time it takes to degrade.

Monster population and placement is a big hindrance on travel. For monster types I would include stats like faction size, organization, habitat and climate, diet, activity cycles, territory size (largely effected by speed), and, of course, challenge level. Everything in a given level of the dungeon / outdoors is on average the same level in terms of challenge and reward. 1st level monsters, terrain, mazes, magic, magic items, treasure, etc., with some deviation to the standard. Once the overall population of an area has been determined, things like tactics & strategies known to creature type factions within, activity cycles, organizational structures, and the overall population density, will determine what kind of "out of lair" or wandering monster encounters are available. Because all actions are performed on a timeline, I find it's easiest to simply pre-roll these with a timeline of encounters generated for time spent within each territorial region / dungeon. That is a list of pre-generated time-based encounters barring any activity by the PCs which draws monsters upon them.

Maze difficulty can be determined to a relative degree in both dungeon and overland maps. Think like a Pacman maze creator. Topologically, dead ends are more dangerous than lines circling, but, if enclosed, they can be a good place to hide. The longer a dead end, the more difficult it will be to survive exiting, if there are active creatures in the area. However, longer dead end paths contain more pellets, treasure, and rewards in D&D mazes should be commensurate with their challenges too. Spacial navigation challenges change based upon movement type too, so if PCs can travel through solid walls, its best to treat the region as a single open space with mapped "concealment" areas. Open spaces and their shape can be rated in difficulty as well. Borders are benefits as long as one doesn't maneuver oneself into a dead end - a corner. Rooms exist overland too as regions of territory between travel lines. Their difficulty is affected by whatever system is used for travel when trailblazers become lost (traveling randomly to escape is harder in a larger space or uniformly wider shape). Lastly, creature size matters in relation to the space, it is always a factor whether in a confined or open area.

Anyways, a lot of overland exploration has to do with what you are willing to put into it. I could go on, but I hope you get the idea.
 
Last edited:

log in or register to remove this ad

Umbran

Mod Squad
Staff member
Supporter
(Yes, I know I'm responding to very old posts, but I think the topic is interesting)

The result, I find, is that overland movement has become a dull exercise in railroading.

Railroading entails elimination of player choice. If the players say they want the characters to go to Point B, and the GM says they arrive without incident, the players have not been railroaded.

I think our modern car culture is partly to blame for this.

I don't think that at all. I think the shift to play focused on individual character goals is more the culprit.

The party is typically traveling for a reason. The stuff that happens in route is usually not relevant to the reason for travel, and so in terms of dramatic pacing, it's a flop. It is stuff that happens between the things that the players really feel is important. It wears away resources, but other than surviving, the players are not particularly concerned with the outcome.

I've never considered exploration to be "using up valuable gaming time" as long as we're learning something new as we go.

And, if learning things about the setting is one of the things that makes the game fun for you, that's excellent. But I'm not sure how common that is these days. For most character-driven games, I expect overland movement comes off as busywork.

For players like I'm describing, the solid solution to making overland movement interesting is making it relevant - and not just in the tactical sense that their resources might get used up along the way. Make the things found along the way inform and impact their ultimate goal, and they'll find it interesting.

For example - fighting random bandits between two cities may be interesting as a tactical challenge, but it will tend to bore the player unless it is also relevant to the world events they care about. If those bandits are employed by the guild leader they're on their way to defeat, it becomes a different encounter, and a whole different story to the players.
 
Last edited:

LostSoul

Adventurer
a mechanical question: what's the standard dimension of an overland hex? I'd like to partially implement this in a game, but I don't know how 'granular' to make a hex map.

Check this out: Playing D&D With Porn Stars: Formula To Figure Out Exactly How Big Your Hexes Should Be

Some people like equations, so here you go...

H = DN - P(DN)

or

Hex size = [ (Distance traveled in miles--for type A campaigns---or area searched in square miles--for type B campaigns-in one day) x (Average Number of days that should go by without incident) ] minus [(Percent chance of having an empty hex) x (the number you just figured out DN)]

If you are running a Type A (traveling through) PCs-mostly-riding (D=20) 1-incident-per-day thing (N=1) with high-randomness (P=50% or .50) then you would go for 10 mile hexes and remember to add a 50% chance of meeting nothing to your tables.

If you are running a Type B (searching) (D=3) 1-incident every 5 days thing (N=5) with low randomness (P=20%) then you would go for 10 mile hexes and add a 20% chance of finding nothing to your tables.​
 

AeroDm

First Post


I like that a lot (probably because I like formulas). The main issue, which the author notes, is that you need to know ahead of time what your game will be about because you can't really change your maps after they're developed. I suppose the formula could be changed around to P(DN) = DN - H and then just hold H constant. The output, then, would be what portion of the random encounter tables need to be empty based on the distance (D) and number of days (N) you decide for that particular portion of the campaign.​
 

S'mon

Legend
Lightning . . . grass fire . . . stampede of herd animals!

Grass fire . . . burned area . . . no forage for adventurers' mounts . . . change routes or risk animals falling out.

Burned area . . . vegetation burned away reveals previously hidden ruins.

Burned area . . . attracts carrion eaters and hijackers.

Well, the lightning storms normally happen in the rainy season when the grass won't catch fire, but I guess the first storm of the wet season while the grass is still dry might do that.
 

The Shaman

First Post
Well, the lightning storms normally happen in the rainy season when the grass won't catch fire, but I guess the first storm of the wet season while the grass is still dry might do that.
I was a wildland firefighter for thirteen years, and I've fought fast-moving grass fires caused by thunderstorms. They're quite common, and can grow quite large very quickly.
 

RedTonic

First Post
I actually used the "mob" from the DMG2 to simulate a stampede of water buffalo through the PCs' camp. Good times were had by all... Except the stuff that was trampled.
 


Gulla

Adventurer
My take on hexploration is to have a sandbox game of the static type. Of course, that probably means you should build all of your campaign the same way. Make the world be as it is and don't place "level adjusted" encounters where the PCs happen to go. It is very important that the players know this in advance, btw. Players used to level adjusted worlds will be very angry when they find out that the "very big and dangerous dragon" they hear about at level 3 (and go hunting for) really is a Gargantuan Red. (Yes, I did that.)

So my take would be to have a static map with villages, encounters, monsters, lairs etc all over the map. And then let the players explore. Again, it is important that the players know (and agree) that exploration is (a fun) part of the game.

Like others in the thread I would probably not detail out more hexes than I think the players can cover in a single session or two, but I would be careful to note down bigger stuff they could hear about or see clues about for later sessions.

And I would search the 'net for beautiful, scary, strange and exciting landscape pictures to use for detailing stuff they see. And have combat maps and/or tiles for any combat encounters.

Along roads and well traveled paths I would have a schedule for other significant groups traveling. Are the goblins trekking in August, map it out. Get the schedule for the 3 biggest caravans.

Hope you have players who enjoy the same as you do. My players are not as fond of this type of game (any more) so I simply stick to playing the exploration phase of Civ, Colonization and games like that to get this these days.
 

Bullgrit

Adventurer
Most DMs I've played with tend to simplify overland travel.
Handwaving overland travel makes baby Farlanghan cry.

When I DM overland travel, I use wandering monster rolls and charts. Generally:
Roll for a wandering encounter 3 times for day, (morning, midday, evening), and 2 times for night. 1 in 6 chance of an encounter.

Usually, if the traveling party gets an encounter, right after they finish it, (by defeating it or fleeing), I will roll once more to see if anything was attracted to the fight. It doesn't happen often, but occasionally, the party gets an immediate "follow up" encounter, and this is always interesting.

If I roll no encounters for a day and night, the period passing at the game table in about 2 minutes. That's long enough to have the feeling of at least acknowledging that a game day has passed, but usually not long enough for Players to get bored.

Basically, I like for overland travel to matter. I don't like skipping over a two-week journey. Skipping the journey makes the world seem less real, seem two-dimensional, only a painted backdrop.

Sometimes wilderness encounters are easy for the PCs, sometimes they are hard, depending on the party's levels and the terrain/area of the campaign world.

There are some PCs, (classes, builds), that shine in wilderness environments and wilderness encounters. I want them to feel useful. I don't want Players to think that only PCs designed for dungeon crawls are useful in my campaigns.

Now, I know some Players totally aren't used to playing through overland travel. I have Players at my table who didn't bother buying food for a two-week trip. They were trained from previous DMs that travel is just given lip service. I remember one Player, who had just joined our group, had to bum food and water off the other PCs. We all had fun playing up the idea that he was having to sleep on the cold, hard ground because he didn't buy *any* gear for travel.

I've also had Players who didn't think to just freakin' buy horses to make that week-long travel into just three days. They ended up getting twice as many wilderness encounters, and were at a disadvantage without good mobility during those encounters.

In my opinion, a campaign that doesn't play through overland travel with overcoming outdoor obstacles and getting wilderness encounters, is only half a campaign. Just a two-dimensional campaign.

Bullgrit
 

Remove ads

Top