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General Tabletop Discussion
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Travel In Medieval Europe
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<blockquote data-quote="doctorbadwolf" data-source="post: 8640354" data-attributes="member: 6704184"><p>Day by day can work in hostile territory, but so can breaking it into legs of travel and then treating travel a bit like more limited downtime.</p><p></p><p> Ask them what they’re working on, how they pass the time, what they do in the hours between sundown and sleep, etc, and make clear that they can do any downtime stuff that makes sense on the road, or one night at a time in the towns where they stop (when traveling in settled regions). </p><p></p><p>Remember that people didn’t just go right to bed when the sun went down. Even before widespread candles, folk burned rushes or used oil lanterns burning vegetable oils for light so that they could keep working for several hours after it got dark, usually making things, repairing clothes, etc. In D&D, light is much easier to come by, and PCs can get rather a lot out of regular use of the downtime activities, especially using tools, gambling in taverns, etc. </p><p></p><p>A lot of this, though, works better when you start a campaign doing this, I reckon. If they’re used to quickly moving past he particulars of travel, they may resist slowing travel down and zooming in. That’s part of why I suggest leveraging downtime. Especially, let them practice with tools or languages and mark off days toward gaining proficiency. Let the alchemist or herbalist gather while walking and make things at night. Use the Xanathar’s rules for cooking tools and cobbler’s tools. </p><p> </p><p>IMO it is 100% okay to let travel through settled regions, and even most days of wilderness or frontier travel, be pretty safe and mostly a positive thing rather than something that drains resources and make “the mission” harder. Reward the things you want to see in the game, basically.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8640354, member: 6704184"] Day by day can work in hostile territory, but so can breaking it into legs of travel and then treating travel a bit like more limited downtime. Ask them what they’re working on, how they pass the time, what they do in the hours between sundown and sleep, etc, and make clear that they can do any downtime stuff that makes sense on the road, or one night at a time in the towns where they stop (when traveling in settled regions). Remember that people didn’t just go right to bed when the sun went down. Even before widespread candles, folk burned rushes or used oil lanterns burning vegetable oils for light so that they could keep working for several hours after it got dark, usually making things, repairing clothes, etc. In D&D, light is much easier to come by, and PCs can get rather a lot out of regular use of the downtime activities, especially using tools, gambling in taverns, etc. A lot of this, though, works better when you start a campaign doing this, I reckon. If they’re used to quickly moving past he particulars of travel, they may resist slowing travel down and zooming in. That’s part of why I suggest leveraging downtime. Especially, let them practice with tools or languages and mark off days toward gaining proficiency. Let the alchemist or herbalist gather while walking and make things at night. Use the Xanathar’s rules for cooking tools and cobbler’s tools. IMO it is 100% okay to let travel through settled regions, and even most days of wilderness or frontier travel, be pretty safe and mostly a positive thing rather than something that drains resources and make “the mission” harder. Reward the things you want to see in the game, basically. [/QUOTE]
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