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!
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!







