overland travel

punkorange

First Post
How do you handle overland travel across vast distances. My group is going to be traveling over almost an entire continent soon, and I don't want it to be several random encounters and a handwave. How do you make travel interesting in your games?
 

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punkorange said:
How do you handle overland travel across vast distances. My group is going to be traveling over almost an entire continent soon, and I don't want it to be several random encounters and a handwave. How do you make travel interesting in your games?

Rather than random encounters, plan for a few pre-set adventures along the way. Perhaps ones that highlight the local culture in whatever region they are travelling through. The thing that makes travel interesting is seeing things that are different than what you're used to, not encountering the same 2d6 orcs that you could run into anywhere.

Check in with your players, though. They may want to handwave the whole trip away and just get to the endpoint. Or they may want to take lots of time exploring the world between point A and point B.
 

The handwave and a quick flavorful paragraph that encapsulates what the journey is like works like a charm. However, if you want something more epic, I suggest:

- Use random encounters, but improve your random encounter tables. Make them not just hack and slash. Customize them to your campaign's mega-plot. Write out a mini-adventure for each random encounter. Include recurring faces/themes.

- Use a "montage" approach. Give the PCs some goals to accomplish during their travel, and some options to choose during their travel, then run mini-scenes showing the PCs engaged in some action related to their travel. Some examples:
* The rogue PC goes through a foreign city talking to contacts to track down the fastest ship and determine which ship their quarry left on
* Learning how to man a ship and becoming friends with the crew and captain, only to learn they're wicked pirates who have several people kidnapped below deck
* Dealing with savvy desert merchants, selling their horses for camels
* Do we go over the hazardous mountain path and brave the storm giants or do we sneak through enemy territory in disguise risking capture and execution?
* Sneaking past a guard station where a toll for using the road is collected
* Navigating a hazardous section of river
* Bartering with a ferryman while pursuers are hot on the PCs' trail
* Two of their griffons get into a fight while they set up camp and are injured so that they can't travel unless healed, and the two griffons need to be kept apart

- If the PCs will be traveling through territories native to their PCs, you might let them come up with some ideas. What is their homeland like? What is the mood there? What kinds of problems would travelers have to deal with? Who does your PC know there? Maybe even allow your players a 30 minute spotlight at DMing when the group arrives in their PC's hometown...if it suits your group's play style that is.

- Make good use of the overland travel rules in the SRD. But rarely make it simple. Require the PCs to travel by side roads, foraging for food, while evading a group of pursuers. Make them contend with the elements: Do we dock at the pirate town or risk our lives in the monsoon? This allows the ranger to shine, especially the variant rangers out there.

- If the PCs show interest in the various settings of the world and enjoy shopping, the bazaar is always a great way to showcase local flavor. It's not just a many-pocketed silk vest...it's a wizard's vest of the Artua Academy emblazoned with sigils of that noble house. Or the holy water from the Green Lady's Font also has the power to act as a bless growth spell if poured on a field. Appealing to a player's pocketbook/power gamer is always a sure way to introduce flavor. And merchants themselve very widely too.

- Allow those PCs who know obscure languages to put them to use, perhaps even acting as translator for the rest of the group. Perhaps include one or two samples, if not of the foreign langauge itself, just some simple words (e.g. ghazwa refers to "raid", but has only positive connotations) or popular sayings (e.g. Westing means dying).

- One of my favorite things back when I played Al-Qadim was to unfurl a beautiful 4, 6, or 8 panel map for the PCs. I taped the map to piece of corkboard. Each player was given a different colored thumbtack to which they attached a piece of paper with their PC's name. Usually the group was together, but at one point it was very split up. Allowing the players to move their thumbtacks when they traveled really added that epic feel to the game.
 

punkorange said:
How do you handle overland travel across vast distances. My group is going to be traveling over almost an entire continent soon, and I don't want it to be several random encounters and a handwave. How do you make travel interesting in your games?

Depends on your game. If the travel is just an interlude to get to the next stage of the adventure or the start of a new adventure, then pre-arrange some small encounters -- either combat or role-playing -- handwave the rest, and get the PCs to their destination quickly.

But if the group is between adventures, consider that the journey can also be the next adventure. Come up with a mission or job for them to accomplish that involves their journey across the continent. They are part of a trade caravan, or they must deliver something important to someone, or protect someone who is making the journey.

My goal one day is to run an epic FR merchant caravan campaign that starts on the Sword Coast and ends in Kara-Tur.
 


I like some of the ideas here but would just like to reiterate that you find out what the players want to do. If you are chasing the BBEG across the continent and it is crucial to the storyline you might not want to stop off 15 times to help out the little villages along the way. If your group wants to move it, I vote concise paragraph. If there is no pressing need have a few adventures for the road set up, and maybe a few random encounters although I wouldn't make it too many randoms, that can get old quick.

Good Luck,
-Shay
 

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