D&D General Travel In Medieval Europe


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pemerton

Legend
I feel like I just got mugged by theoreosaurus. :D

I'll admit freely that most of that sailed WAAYYYY over my head.
My understanding of the suggestion is that (i) journeys should not overlap (very much) with places, as far as the challenges they pose and the resources they consume, and (ii) journey should be necessary to get from place to place, and (iii) places are where resolution (ie quest/story-level "victory") occurs, at least most of the time.

In this suggested framework, (iii) in combination with (ii) is the reason why players have their PCs undertake journeys - ie they need to get to places in order to achieve resolution; while (i) is the reason that journey don't suck - ie they let the players do things, and succeed at them, in a different way from what happens at places.

The simplest version, in 5e D&D, might be that journeys use an exhaustion-based attrition economy, whereas places use a hp-and-spells attrition economy.
 

bedir than

Full Moon Storyteller
An example of Pilgrims Roads that connect through port cities scattered through multiple nations while being maintained by none of them.


Other similar roads connected to Rome or Istanbul or Jerusalem.

Connecting these to D&D means embracing the multicultural composition of the peoples on the way. Recognizing that there could be bandits, cultists, mainstream sects at war, that in tier 1 play food & water resources matter especially since other pilgrims are draining the land, that your party will meet peoples who need saving as they are out of their own capabilities. And maybe you'll meet a saint or avatar along the journey.

Do not shirk from the challenges, as epics are written of pilgrims traveling by road. There's a rather famous collection of English Tales that do just that
 




doctorbadwolf

Heretic of The Seventh Circle
"Guarding the caravan" is a staple trope of RPG journeys. Yes, that's a bit redundant, and purposely so! Escort quests of any kind can just die in a fire.

Oh wait, I'm thinking of MMO escort quests. They're fine in TTRPGs, just...just fine! twitch
How is it redundant. Trade goods have moved along roads throughout history, even along coast lines, and they’ve been guarded while doing so.
 


Ancalagon

Dusty Dragon
Me, I just find it jarring to see something like maps of Phandelin, a northern town surrounded by very, very dangerous monsters, and has zero actual defenses. No walls, no moat, no siege weaponry, nothing. To me, a town in the Sword Coast should look a lot more like Roman hill forts than 15th century English towns.

That bothered me as well - it might be too much for them to build full curtain walls etc, but at least a palisade to keep raiders at bay
 

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