Rhenny
Adventurer
I just had a thought inspired by Barovia.
Travel and the time it takes to travel can be used as a source of tension/limit that keeps the PCs on the move. For example, if they PCs know that they need to find a safe place to rest each day, but there is no such place unless they travel at top speed for 8-10 hours, you can limit the number of rests they take naturally. The trick for them is not how many monsters they defeat, but how do they keep moving as quickly as possible and attempt to avoid those monsters so that they reach a safe place. In this scenario, save the deadly encounter until night so if they don't make it to a safe place they see how dangerous it can be.
This kind of play is like a game within the game. You can come up with encounters that delay them if they fail. They can encounter an occasional combat encounter, but again, the goal isn't to just survive it is to get from point a to point b as quickly as possible. There are a lot of options that would fit into this type of travel scenario - a lot of good choices and you can use skill checks to determine if they group can accelerate their travel. For example, they may see a wagon being attacked by Orcs. Well, do they help? They may get lost. They may encounter harsh weather that may slow them or even harm them in some other way. They may get to a ravine with no apparent way to cross. There are tons of things you can substitute for combat encounters and still have a few of those as well. Certainly, taking a 1 hour rest would be something the group would avoid if at all possible.
Travel and the time it takes to travel can be used as a source of tension/limit that keeps the PCs on the move. For example, if they PCs know that they need to find a safe place to rest each day, but there is no such place unless they travel at top speed for 8-10 hours, you can limit the number of rests they take naturally. The trick for them is not how many monsters they defeat, but how do they keep moving as quickly as possible and attempt to avoid those monsters so that they reach a safe place. In this scenario, save the deadly encounter until night so if they don't make it to a safe place they see how dangerous it can be.
This kind of play is like a game within the game. You can come up with encounters that delay them if they fail. They can encounter an occasional combat encounter, but again, the goal isn't to just survive it is to get from point a to point b as quickly as possible. There are a lot of options that would fit into this type of travel scenario - a lot of good choices and you can use skill checks to determine if they group can accelerate their travel. For example, they may see a wagon being attacked by Orcs. Well, do they help? They may get lost. They may encounter harsh weather that may slow them or even harm them in some other way. They may get to a ravine with no apparent way to cross. There are tons of things you can substitute for combat encounters and still have a few of those as well. Certainly, taking a 1 hour rest would be something the group would avoid if at all possible.