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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