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What are your favorite travel mechanics?
You can hand-wave journey, but what games have handled travelling in a way that has been compelling for your group? What mechanics are missing for you? Do you like hunting, fishing, trapping to be meaningful options in your campaigns? It seems like a certain amount of mechanical granularity is needed to make travel decisions meaningful. If you want water or food to matter, they need to be accounted for.

What do you think about a travel system that:
1. Allows for camping scenes at various interludes, with mechanical bonuses for describing campground comraderie?
2. Tracks travel in terms of days of travel, weeks of travel to various points of interests or locations instead of watches/quarter days? Does this offset potential tedium?
3. A system that rewards thoughtful planning and provisioning but still offers challenges to maintaining supply in the wilderness?
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>>97326090
I run core 3.5 and some of the modules tacked on for single evening adventures since we're all faggots with families and no time. We treat camp as a savepoint, with the first aid/sleep/spells rules. That way if we have to cut off a night, we pick up at the last save. For balancing we made the choice that dying to the BBEG resets the adventure to give more tension to the final boss.

Regarding the OVERWORLD, or how we do travel between dungeons/towns: The PCs verbally discuss where they will travel as we measure out distance on the printed forgotten realms map, and as they trigger events or arrive at a destination we switch to cardstock terrain tiles with limited props. Having worked through some ranging that way, I introduced "caravans" using material from AD&D for support. The broke PCs got to finance their expedition to a lost temple by trading with the nomad tribes, and it gave me the opportunity to have them willingly engage in water management, firewood gathering (slaver attack), and the evening meal around the caravan's fire was a great place to fill with npc dialogue to build context for the next adventure (rumors say wights in the tomb can use sleep magic, beware of so-and-so, hint for maguffin, etc...).
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>>97326090
I make sure that my iron rations are not boring, especially by including lots of pickles and smoked fish
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>>97326090
If we're Hexcrawling it up then we get super deep into travel, if we're doing a more railroady game then we handwave it.
>the evening meal around the caravan's fire was a great place to fill with npc dialogue to build context for the next adventure
Had them pick up a rumor this way too.



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