Source: Zach Wolf's excellent Realms of Peril sandbox Travel rules in TTRPGs have been a constant thorn in my side. In theory, there should be some interesting gameplay and decisions that result from overland travel. In reality, it’s never led an interesting gameplay decisions for my players. Mayhap I’m simply running the rules incorrectly, or incompletely, but I still want to take some time to think about it, hence, this blog. In general, there are fundamentally three components to (theoretically) make overland travel (hypothetically) interesting. Those are resources (i.e. attrition) and time. Resources include things like player HP, stat penalties, rations, and torches. Time usually translates to how many random encounters you must make to get anywhere. A party of players wants to move from one side of the map to the other as quickly and safely as possible. They bring enough food and torches for the journey. They may get a random encounter or two, but ultimately will arriv...
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