Looking for examples of travel mechanics that go beyond simple procedure

Viamond

Villager
Have you come across an RPG that treats travel/navigation as a proper challenge or game?

I've been play-testing a west marches format with my group and the most recent set of rules for travel revolved around simple skill checks, but we've found the tests to get repetitious and now I'm looking to do a major revamp of my travel system, particularly looking to make the process into more of a game. Errant's lockpicking procedure and TBR's Line of Sight (link) are particular points of inspiration for me right now.

For reference, my format uses a points-of-light map rather than hexes, and my intention is to require the groups navigator to choose from differing routes between zones (or optionally bushwhack, if known routes are deemed infeasible). I'm also not trying to reinvent the wheel, so any existing systems or homebrew you like would be of interest!
 

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Not sure if it's exactly what you need, but you could maybe take some inspiration from Environments from Daggerheart, which gives stats to locations/situations, and you could make Travel environments tailored to the types of landscapes you're going through.
 

Not sure if it's exactly what you need, but you could maybe take some inspiration from Environments from Daggerheart, which gives stats to locations/situations, and you could make Travel environments tailored to the types of landscapes you're going through.
Thanks. Just took a look and using the environments template to flesh out the routes will be useful. One option I'm considering is using the Stonetop approach and simply identifying what challenge each of the routes/environments pose and having the group deal with them sequentially. Figuring out how to keep it from getting old once they've done it a time or two is the sticky part.
 

The games with travel mechanics I've used: The One Ring both editions, D&D 5E, Talisman Adventures, Twilight Sword.
the problem is the lack of agency in them.
I'll note as well, both TOR and TA the majority of agency is in who is in what role; in TOR, the current state of the character can change who should be in which travel role; if your hope is low, your 3 skill is worth less than your still hopeful buddy's 2 skill.
D&D, it didn't matter much because there was no penalty state to shift who was best in a role.
 

Make sure your players are onboard with a rich travel system. Some players view travel as something to rush through to get to the dungeon action.
Perhaps give the party a reason to have a rich travel system. Maybe the area government wants a new survey of the various routes between towns and has hired the party to map out the route between A and B. As part of the process, the party needs to explore other possible A -> B routes in case the current one isn't the best one.(maybe the original trail breaker picked right at the fork when left would have been 30% shorter, and everyone has just kept using the original.) This would involve both navigation and cartography. And maybe artistry to draw out some of the landscape found along the way.
This isn't really a mechanic but more a reason to have the mechanic.
 


The Broken Empires has two different travel systems - one for hex crawling (more about exploration) and one for overland journeys. It takes inspiration from The One Ring then adds in more simulationist elements (due to its ‘sim-lite’ stance).

There are the roles, like in The One Ring, but you do plan your route across the map and hexes have different danger profiles which influence what they are like when you have an encounter. And it is the rolls by the guide which determine how far down your route an encounter is experienced (e.g. a higher success means you traveled further before there was an encounter). That has an interesting effect as, if you are travelling a route with hexes of mixed danger level, which exact hex you end up in matters.

Travelling also consumes resources and you can’t heal while travelling but your wounds can get worse due to the dirt and difficulties of the trail.

It’s one of the most intricate travel systems I’ve seen. Only GURPS Dungeon Fantasy: Wilderness Adventures has a more detailed treatment of travel in any system I’ve read / played.

The Broken Empires is just out to backers in PDF at the moment, I don’t know if you can get it from Trevor’s online shop yet.

Trevor did a YT video on the travel system if you want more info [link as video won’t embed].
 
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I'm working on a version of His Majesty the Worm's meatgrinder mechanic to use in my Shadowdark setting. It's essentially an overloaded encounter table that includes foes, hazards, points of interest and NPCs. It's pretty simple to fill the table for different terrain types and it adds a lot of range to the travel events without adding additional mechanical layers.
 

but we've found the tests to get repetitious and now I'm looking to do a major revamp of my travel system, particularly looking to make the process into more of a game.
It's kind of weird when your playtesters are using one game, then you announce, "traveling! Now we're playing a different game!"

For design purposes, you might ask yourself how traveling is different from non-traveling. For seamless integration, just keep using the same rules.
 

Make sure your players are onboard with a rich travel system. Some players view travel as something to rush through to get to the dungeon action.
Perhaps give the party a reason to have a rich travel system. Maybe the area government wants a new survey of the various routes between towns and has hired the party to map out the route between A and B. As part of the process, the party needs to explore other possible A -> B routes in case the current one isn't the best one.(maybe the original trail breaker picked right at the fork when left would have been 30% shorter, and everyone has just kept using the original.) This would involve both navigation and cartography. And maybe artistry to draw out some of the landscape found along the way.
This isn't really a mechanic but more a reason to have the mechanic.
Agreed! Since its a west marches format, exploration is my big focus and I want to primarily use travel as a method of delivering spoors/hooks for players to latch onto when they're not on the move. The players seem into it so far.
 

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