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<blockquote data-quote="Manbearcat" data-source="post: 8642009" data-attributes="member: 6696971"><p>D&D has done Travel/Trekking/Journeys 3 ways. If you want to do either of the first two in 5e you're going to need to do some heavy-lifting of hacking it in yourself and then stress-testing to make sure its tightly integrated or find a product on the DMs Guild or whatever that has already attempted to do so (successfully or not you'll have to put the work in to figure out!).</p><p></p><p></p><p>* B/X RC hexcrawls w/ high resolution map and integrated rules/procedures. Procedurally, its just like dungeon crawls except mapped with fully prepped and high resolution hex-map (each hex themed and stocked w/ topography/hazards/denizens) + encounter tables + exploration turns/rest per 4 turns + wandering monster clock + monster reaction + encumbrance and loadout enforcement + gold/xp. This struggles when magic starts becoming ubiquitous (particularly powerful, terrain and light obviating magic.</p><p></p><p>* 4e map + conflict resolution (Skill Challenges) with intent/goal and stakes and Fail Forward. You can do this with each individual Skill Challenge being a leg (therefore likely Complexity 1) or the whole thing (therefore Complexity 3 to 5). Regardless, you've got a constantly changing situation with new topographical/locale-inspired dangers/obstacles to overcome (each with their own inferable consequence-space) > resolution > new obstacle/danger or escalated existing one > Win/Fail-state. Success means you complete the charted course (leg or the whole deal) w/ failure meaning some interesting twist happens that complicates or subverts your intent/goal and now you have to deal with that before you move onto your next leg (if going the leg route) or your next site of conflict if you're doing the entirety of the macro Journey as a singular conflict/Skill Challenge.</p><p></p><p>* Various other D&D where you're basically just simulating the experiential aspect of journeying/trekking with maps and rules and procedures and loadout and player decisions being faithfully observed or abridged/elided/ignored with the toggle being the GM's discretion at what best promotes the experiential quality of journeying/trekking at the moment. All that stuff is more "GM prompt" than actual consistent ruleset/journey engine with gears and teeth. So you'll go between vignettes with a lot of purple prose/flourishey-discriptions of vistas > maybe onto some moments of meaningful gamestate movers that involve system/player input/map reference > maybe some handouts or cool tokens to amplify "the feel" > maybe pretending that you're spending time on meaningful gamestate-moving decisions but its partly or mostly or wholly just performative theatrics + Force to engender the mood/experiential quality. Some formulation of all of that stuff.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8642009, member: 6696971"] D&D has done Travel/Trekking/Journeys 3 ways. If you want to do either of the first two in 5e you're going to need to do some heavy-lifting of hacking it in yourself and then stress-testing to make sure its tightly integrated or find a product on the DMs Guild or whatever that has already attempted to do so (successfully or not you'll have to put the work in to figure out!). * B/X RC hexcrawls w/ high resolution map and integrated rules/procedures. Procedurally, its just like dungeon crawls except mapped with fully prepped and high resolution hex-map (each hex themed and stocked w/ topography/hazards/denizens) + encounter tables + exploration turns/rest per 4 turns + wandering monster clock + monster reaction + encumbrance and loadout enforcement + gold/xp. This struggles when magic starts becoming ubiquitous (particularly powerful, terrain and light obviating magic. * 4e map + conflict resolution (Skill Challenges) with intent/goal and stakes and Fail Forward. You can do this with each individual Skill Challenge being a leg (therefore likely Complexity 1) or the whole thing (therefore Complexity 3 to 5). Regardless, you've got a constantly changing situation with new topographical/locale-inspired dangers/obstacles to overcome (each with their own inferable consequence-space) > resolution > new obstacle/danger or escalated existing one > Win/Fail-state. Success means you complete the charted course (leg or the whole deal) w/ failure meaning some interesting twist happens that complicates or subverts your intent/goal and now you have to deal with that before you move onto your next leg (if going the leg route) or your next site of conflict if you're doing the entirety of the macro Journey as a singular conflict/Skill Challenge. * Various other D&D where you're basically just simulating the experiential aspect of journeying/trekking with maps and rules and procedures and loadout and player decisions being faithfully observed or abridged/elided/ignored with the toggle being the GM's discretion at what best promotes the experiential quality of journeying/trekking at the moment. All that stuff is more "GM prompt" than actual consistent ruleset/journey engine with gears and teeth. So you'll go between vignettes with a lot of purple prose/flourishey-discriptions of vistas > maybe onto some moments of meaningful gamestate movers that involve system/player input/map reference > maybe some handouts or cool tokens to amplify "the feel" > maybe pretending that you're spending time on meaningful gamestate-moving decisions but its partly or mostly or wholly just performative theatrics + Force to engender the mood/experiential quality. Some formulation of all of that stuff. [/QUOTE]
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