How to keep overland travel interesting

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How do you keep overland (or long distance underground) travel interesting? How do you prevent it from just becoming a series of days between fixed encounters that have a 20% chance of a wandering monster? How do you keep it interesting to the players? I'm having trouble figuring it out.

Thanks!
 

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Do it like a book, yes the journey is going to take time but all you have to worry about are the events that take place.

You say "the travelling has been long but uneventful the day ends and you get ready to stop...what do you do?"

Now, let your players do the work for those times that you do not have anything planned! What do THEY do to set up camp, get fresh water, gather firewood, set guard? Who cooks? Who picks the camp site?

In the morning, you say "the night was restful and you awake ready to begin another day on the road..." You can change restful to meet your needs. Also, think about what they did above, did they forget anything? History shows that things break at camp site, things are dropped, think about that happening.

Note: Think about weather, rain, fog, frost, a dusty road, flash floods, things like that. What happens if someone shoe blows out, pants rip (last combat was hard on that outfit)? They are the discomfort of travel.
 
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Some of the below my delve more into house rules, but nonetheless...

RJ's Top Ten Tips for Interesting Overland Journeys

1) I let the group's ranger make a Wilderness Lore check to determine how good of a campsite is located prior to darkness setting in. I've contemplated doing this roll myself, but I figure the ranger would know if she's found a nice spot or not. Things such as the presence of fresh water, escape routes, good look-out points or climbable tree, defensible position, etc. - all of these characteristics should be factored into the roll. Then I use the resolved site to help determine the chance the party will be interrupted during rest by a wandering encounter.

2) Weather. Never underestimate how successful minor details can be; they add the proverbial spice to your campaign world. Every day isn't sunny and clear. Reflect the climate and the geographical position of your party. You can randomly roll weather or arbitrarily decide it on your own (either method should be transparent to the PC's). "A light, cold drizzle" that forces the party to endure a cheerless and fire-less lunch can make the day memorable, especially when the group is trekking for many days at a time. Such little things are great for creating a mood.

3) Random encounters are not always bad. Add flavor to your world. The PC's aren't the only ones traveling. There's more in the countryside than bandits and orcs. Merchants, patrols, other wanderers, etc. likewise use common routes. Perhaps a peasant with a cart of apples sells some to the PC's and invites them to stay at his farm up the road? Sometimes the best roleplaying encounters are those unplanned. The party can trade information with groups who may be heading the opposite direction.

4) Accentuate skills that are less used than others. A log across a stream begs for a Balance check and perhaps some humorous results if the wizard falls into the icy stream. (What happens to the ink in a drenched spellbook?) Not every failure has to result in hit point damage. Perhaps someone with Knowledge (Nature) notes the terrain is perfect for some rare herb, and someone with Knowledge (Herbalism) knows exactly what the flower looks like. The herbs need not be magical - and probably shouldn't be - but it doesn't mean they aren't somewhat valuable; perhaps the PC's can spend a few hours gathering the rare roots to sell in the next town. Fighting on horseback can be hell for those who haven't spent the requisite skill points; make untrained characters feel the pain while rewarding those who did spend hard-earned skill ranks into Ride. Mileage varies, of course, with how gold-piece poor or how into roleplaying your party may be.

5) Accentuate feats and racial abilities. Your gnome can talk to burrowing animals once per day. Has he ever used that skill? Maybe a mole warns him of danger ahead. Your ranger can collect food for the party if given enough time. Players who select Druid or Ranger as a class should be allowed to shine in overland journeys.

6) Charge 'em gold. You want to travel the Kingsroad? Fine, but you better have a couple gold pieces set aside for the King's patrols. In exchange for the money, the party may get writs allowing them passage on the roads for a certain amount of time.

7) Make your world's landscape an NPC. Most campaign worlds are old and should have a history much like any NPC the party may meet; the roads and wilderness trails have been traversed by hundreds of creatures prior to the PC's making the journey. An old wooden holy symbol affixed in the soft ground that marks the grave of a peasant's child can add poignancy to a dreary wood without requiring combat or melodramatic descriptions. Perhaps the party stumbles across an ancient stone monument, half-buried in the sod and leaning forlornly to one side. Here's a chance to use Decipher Script to see what the runes say. And maybe the road parallels a forgotten highway from some lost Empire - the PC's can still see random cobblestones hidden amongst the thorny weeds, and white marble mileage markers to the side of the road. Where does it lead, and why was it built?

8) Maintain consistency. If the party was ambushed by orcs in a wooded glen and defeated them a tenday ago, have there be spent arrows and perhaps a few stains of blooshed on certain rocks when the party crosses the same spot on a return trip.

9) Make the wilderness a monster. There was a reason many medieval battles were fought at fords in waterways, passes in the mountains, or chokepoints in swamps and forests. Crossing a flooded plain or river rapids should be difficult and dangerous. PC's that spend too much time in fens or swamps may very well attract diseases. Obviously, again, you'd tailor this to your campaign - just how realistic are you? Do all your PC's have nice white teeth and never get sick? Or could players without appropriate gear catch a cold that could spiral into pneumonia?

10) Keep track of food. This is true for players and their mounts. Make the ranger use his skills to feed the party, and make the group suffer if they're ill-prepared to handle the travails of a long overland hike.

Cheers,
RJ
 

Make your wilderness like a dungeon without strictly defined corridors or rooms.

Set up encounters at certain places - in the woods, on top of a hill, in some ruins, at the crossroads, on the road, etc. These are your "rooms".

The corridors linking those rooms are your roads and trails. You can put encounters here as well, if you want.
 


A few years ago, our party made a 6 month (game time) journey across a Great Plains-equivalent region. The DM ran it in such a way that we rolled for random encounters 2 times each day, and 2 times each night. Roughly a third of the encounters were story-driven ones, but the rest were all "wandering monsters" or other normal travellers.

180 days X 4 rolls per day = TOO MANY ROLLS.

And, to compound the problem, we "hit" encounters about 1 roll in 10. That trip took a LONG time... or at least, it felt like it did.

If I ever run a game that involves a lot of overland travel, I'm going to try something like this:

I will come up with descriptions for the areas being travelled, then have the players roll a d4 or d6. The result will be the number of days before there is a meaningful encounter of some kind... plot point, "side-trek" adventure lead, or wandering monsters. For the "unobstructed travel" periods, I will use descriptions of this kind:

For the first three days out of Aumport, you travel west along the coast following the old Trader's Road. The road itself is well maintained and regularly travelled by wandering traders. You pass (or are passed by) several Guard patrols for the first two days, but you haven't encountered any since you passed the outpost at noon on the third day.

On the fourth day, the road rises up from the sea on a high cliff. In the early afternoon, you round a rocky outcropping and see an overturned wagon...


If the encounters get too close together, you can easily add a +1 or +2 days.

edit: spelling correction
 
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Things to do on long trips.

If you come accross any point in a campaign where you want the players to undertake an 'epic' journey to some distant land to do something, then you need to do one of two things.

1) Tell the players "After 8 long months of road weary travel, you arrive at the city of Tofartowalk."

Method one kind of takes the 'epic' part of the plan out of it. However, it causes the least amount of problems. On the plus side, it avoids having a journey that simply turns into random encounters and semi regular intervals.

2) Decide what happens on the trip, and play out each encounter in the way that makes the most sense.

Number two is hard, and it is hard for one reason alone. The players know that they are on a journey, and they are eager to get to the good part. Providing them with side quests is a risky proposition. You either end up railroading them into it, or losing several hours of your time on a well developed side quest that your players choose to ignore.

Here are my suggestions.

1) No Side Quests: Other then encounters directly related to the adventure at hand, do not set up any quests that take longer then one encounter to resolve. This keeps the game moving forward instead of side ways, and saves you alot of time and difficulty.

2) Use Foreshadowing: Traveling is a great time for you to introduce NPC's that have nothing to do with this adventure, but everything to do with the next adventure. It gives you a chance to role play, and it adds continuity to your campaign. If you want your next adventure to be a crusade against the Black Fang Orcs of the Shattered Peak, then have them pass through that mountain range and fight aband of Black Fang Orcs. If you want the players to recover stolen crown jewels in the next adventure, have them share a camp with the Theif who stole them. Do you have a party of level 3 adventureres who must someday fight the Black King when they hit level 15? Have them meet Bards who tell the horrible tales of the Black King.

4) Use 'Skill' Challenges: As another poster said, put obstacles in the players way that beg for the use of Skill and Ability checks. A washed out bridge, a rock face that must be climbed, a river that must be crossed. For each one that they choose to go around, lengthen the journey a few days or weeks. This is most effective when the players must reach the destination Before Something Bad Happens.

5) Refer to past Adventures: Take a look at your previous adventures that you have run, and see if you can tie in some encounters that remind the players of foes long defeated. Perhaps they find an NPC they once rescued. Perhaps they see a King they deposed doing menial labor. Did you have a TPK a while back? Why not have your players meet the bastards who killed their old characters, or come accross the old battle site?

6) Puzzles and Riddles: Have the players come accross some magical phenomenon or encounter a friendly ghost with a riddle. Solve the Puzzle / Riddle, get the prize. This is a nice way to give the players a minor magical item or two, as long as the puzzle warrents it.

END COMMUNICATION
 

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