Sunday, 12 June 2016

Dungeon Master: Long Distance Travel

Travel is part of tabletop role-playing games. In some cases traveling may take quite a while but in others it may take almost no time at all. This refers to both how long it takes to travel in the world of the RPG as well as the real world. However, handling long distance traveling in particular can be tough to handle for a Dungeon Master. For this reason, I'll be offering tips I hope will be helpful.

Glossing Over It

The easiest way to get around the long distance travel is to gloss over it and get to the good parts. In order to make it mean something, however, resources like food and rations will need to still be accounted for. After that, it's very simple. Just go from one source of action to the next. Doing so too often, however, can make traveling long distances meaningless. Easy access to magic transportation can help make this easier. I'd also recommend reading the travel rules in Dungeons & Dragons 5th edition and preparing some house rules if mounts are used (speeds and mounts are a bit oddly written).

Glossing Over Most of It

There will be parts that the Dungeon Master may want to emphasize. This is particularly true for details of the environment or for building atmosphere. It could be pretty routine stop at an inn for the night, but something should make it memorable, special, and ideally it should be related to where the players are going. Keeping in mind some memorable sights, sounds, and rumours is where I tend to start.

Bumps in the Road

Unexpected events can occur as the party travels. Dangers occur along travels, especially when the players are going towards danger. In those cases, being attacked by creatures or being pursued can add something extra. If long distance travel happens often, I find having that special moment every now and then helps keep everyone on their toes and the tension going. One that is worth thinking about is being pursued. It forces the players to compromise between their safety of being ambushed along their way, possibly getting caught, and also trying to maximize their time at the location they are going to before they have to flee. Forcing the players to choose between helping someone while on their way and their main goal can also create some truly heartbreaking moments if used correctly and sparingly (don't overuse this). The bumps should be special, add something or attempt to slow down the players so that negative consequences occur later. Wandering monsters can also be used, but I find it helps to make sure they are not their just for lengthening travel time. Instead, say something about the environment, give players a reason to push until daylight or give players a reason to stop at an inn (or similar safe place) at night.

Choices

The players will want to move quickly towards their location. However, is going safely more important than speed? The current travel rules in Dungeons & Dragons 5th edition already give the players some choices about how fast they go through the environment. However, as the Dungeon Master you can give even more choices. Remember, there can be more than one way towards their goal. Each way will have its own risks and rewards and keeping these in mind can help make travel more engaging. Things may also not go as planned once the players choose their path and the players may be forced to alter their course. I've lightly touched on what choices wandering monsters may force in the “Bumps in the Road Section” already. The choices should have some impact on something such as travel time, or story.

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