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How to keep overland travel interesting
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<blockquote data-quote="Pelosan Emperor" data-source="post: 547082" data-attributes="member: 934"><p>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.</p><p></p><p>180 days X 4 rolls per day = TOO MANY ROLLS.</p><p></p><p>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.</p><p></p><p>If I ever run a game that involves a lot of overland travel, I'm going to try something like this:</p><p></p><p>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:</p><p></p><p><em>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.</em></p><p><em></em></p><p><em>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...</em> </p><p></p><p>If the encounters get too close together, you can easily add a +1 or +2 days.</p><p></p><p><span style="font-size: 9px">edit: spelling correction</span></p></blockquote><p></p>
[QUOTE="Pelosan Emperor, post: 547082, member: 934"] 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: [I]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...[/I] If the encounters get too close together, you can easily add a +1 or +2 days. [SIZE=1]edit: spelling correction[/SIZE] [/QUOTE]
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