Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Travel times and distances
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="howandwhy99" data-source="post: 6695879" data-attributes="member: 3192"><p>Think of it as a game, not a result. <u>Outdoor Survival </u>is perfect for just these situations. </p><p></p><p></p><p>Each hex is 3 miles, 1 imperial league. 40 hexes is 120 miles distance on the board. Players stand a chance of getting lost each day as they try and navigate the wilderness. Track their actual direction on your DM map behind the screen, but let them wander about on the outdoor Survival map. Just as in that game's rules, track water and food as well as deprivations from the lack of such. Slow movement as their conditions worsen due to starvation and dehydration. </p><p></p><p>Keep rates of movement from D&D. Shorter humanoids are likely moving the slowest, so the group moves at their pace. But perhaps the group puts them on mounts? That is a game action by the players to speed up travel however. So as Ref I'd tell them they are going fast or slow and answer who's setting the pace, but not how to play strategically. </p><p></p><p>Forced march rules can be used from D&D as well. same with terrain type adjustments upon movement. I use the base terrain as the overall one experienced while crossing the Outdoor Survival map, so a desert uses the same board, but the features represent different elements. I think of them as smaller variations within a larger, undefined terrain feature on my big DM overland map. </p><p></p><p>We can than rate the terrain feature with a difficulty level given things like its size and components within it. Not to mention what monster lair and wander within (which sounds like only a few types in your case). </p><p></p><p>Seasons and climate could certainly affect certain game elements. Check your edition for game rules and alter terrain elements as necessary. Stuff like snow covering or or droughts would be big changes, shorter days and fallen leaves in a forest less so.</p><p></p><p>The benefits of keeping this a game rather than solely spent game clock means wandering off the beaten track is both dangerous and an adventure. Lost castles and dungeons can be placed and found. So can monsters who normally don't come into contact with civilized areas. Treasures from the past may be found too, but so too is lots of common scenery. Ultimately, think of it like a dungeon for all those purposes. Monsters, treasures, traps, and approximate locations for all on a map. But it's only going to be as interesting as its design ultimately.</p><p></p><p>Anyways - IMHO travel rates matter, but when used alone are best saved for easily followed paths or tracking time taken within a city or dungeon. Trackless areas are a completely different game.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6695879, member: 3192"] Think of it as a game, not a result. [U]Outdoor Survival [/U]is perfect for just these situations. Each hex is 3 miles, 1 imperial league. 40 hexes is 120 miles distance on the board. Players stand a chance of getting lost each day as they try and navigate the wilderness. Track their actual direction on your DM map behind the screen, but let them wander about on the outdoor Survival map. Just as in that game's rules, track water and food as well as deprivations from the lack of such. Slow movement as their conditions worsen due to starvation and dehydration. Keep rates of movement from D&D. Shorter humanoids are likely moving the slowest, so the group moves at their pace. But perhaps the group puts them on mounts? That is a game action by the players to speed up travel however. So as Ref I'd tell them they are going fast or slow and answer who's setting the pace, but not how to play strategically. Forced march rules can be used from D&D as well. same with terrain type adjustments upon movement. I use the base terrain as the overall one experienced while crossing the Outdoor Survival map, so a desert uses the same board, but the features represent different elements. I think of them as smaller variations within a larger, undefined terrain feature on my big DM overland map. We can than rate the terrain feature with a difficulty level given things like its size and components within it. Not to mention what monster lair and wander within (which sounds like only a few types in your case). Seasons and climate could certainly affect certain game elements. Check your edition for game rules and alter terrain elements as necessary. Stuff like snow covering or or droughts would be big changes, shorter days and fallen leaves in a forest less so. The benefits of keeping this a game rather than solely spent game clock means wandering off the beaten track is both dangerous and an adventure. Lost castles and dungeons can be placed and found. So can monsters who normally don't come into contact with civilized areas. Treasures from the past may be found too, but so too is lots of common scenery. Ultimately, think of it like a dungeon for all those purposes. Monsters, treasures, traps, and approximate locations for all on a map. But it's only going to be as interesting as its design ultimately. Anyways - IMHO travel rates matter, but when used alone are best saved for easily followed paths or tracking time taken within a city or dungeon. Trackless areas are a completely different game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Travel times and distances
Top