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34

Travel Is Awesome! Focus on the journey, not the destination. Joy is found not in finishing an activity but in doing it. ~Don Williams, Jr. Far from being something to "skip over," wilderness travel is an interesting part of a story and forms a large part of many narratives, from Lord of the Rings to Star Trek. From the 1e Wilderness Survival Guide to ...


23

Mounts have several advantages and several disadvantages, especially for adventurers. Here's one Texan's perspective on going horsed vs not. Advantages Ability to carry a lot more grub/gear/loot than you can yourself Keeps you from getting tuckered out from long marches (the horses may get fatigued, but you're still semi-fresh for a fight) Faster ...


21

Part of the problem is that the standard conception of an adventurer is somewhat unrealistic in and of itself. An independent group of characters who possesses a great deal of material wealth and specialized equipment yet travels so widely that they seldom cross the same patch of ground twice is extremely rare in realistic settings. With that said, there ...


16

Extract the first few plot points that are going to take place at the destination and put them on the road. This strategy also helps you be less railroad-y because the players are out in the open and have more choices about where to go instead of being locked into a city/dungeon/what-have-you.


15

Make the time spent matter. Players can afford to send their characters trekking through the woods because in most games the PCs are in a vacuum. By that I mean that the world only moves when the players are looking at it. If the PCs are sent into a dungeon, nothing happens in town until the PCs return. Don't do that. Turn time into a commodity. If ...


13

Unless you are only going a short distance riding is far preferable to walking unless one of the following circumstances is present. You require some amount of stealth or sneakiness for the duration of the journey. Horses are loud, carts are louder. The entire trip is through an uncharted or very dense forest that would make mounted transportation ...


11

Characters should prefer their own 2 feet to horses/beasts of burden when they will be traveling in either mountainous terrain, jungles, or deserts. Mountains are too steep and rocky for the horses to be able to get sure footing, and precipitous drops on footpaths can sometimes give you the choice of backing up a horse, or risk the horse losing their ...


10

In the 13th century, "..an average day's journey on horseback was about 30 to 40 miles, although it varied widely, depending on circumstance. A messenger on horseback, without riding at night, could cover 40 to 50 miles a day and about half as much on foot. In an emergency, given a good horse and a good road (which was rare), and no load, he could make 15 ...


10

Runner's Companion: “Travel and Smuggling” (pp. 28–33) has an overview of the subject but no hard numbers. It discusses common transportation methods, techniques, and challenges that players are likely to face. The Unfriendly Skies and Deadly Waves mini-supplements are full of vehicle stats, which may come in handy for travel adventures. Spy Games: ...


8

As always, late to the party. First off, you have already answered the first question, which is that you wish to keep a somewhat realistic atmosphere. That also should answer the question if your group enjoys the logistics puzzles or not. (If you say no, than you have a completely different issue). Secondly, There are reasons some game rules include ...


8

A variety of options present themselves to me: Require the players to deal with the logistics of the trip. For instance, tracking food, water, and other supplies. Have a variety of mini adventures and side quests along the way. Instead of fantasy monsters this could be whole villages that dot the path. Remember that inns and small hamlets historically ...


7

If there's no plot element tied to the travel, if it's unimportant, just fast forward. They're there. Tell them how much time has passed. If you want an element of chance, have them make a check. On success, they're there. On failure, add a complication: the weather went bad, they lost their pack animals, bandits are trying to rob them, there's a mob of ...


7

Based on a comment you made to another answer... You asked what is overburdening us so much. In GURPS, carrying > your basic lift takes you into the first weight penalty (slightly lower movement and dodge). Basic lift is (ST*ST)/5. This is 20lbs for a normal character, so if you are wearing more than your equipment, you are at a move/dodge penalty. ...


7

Only Gentry and Nobles Ride Horses!!! The primary reason PC's would walk instead of ride would be that they are not nobles nor elves. In most realistic settings, a horse is a status symbol of the gentry and nobility. In many real world timeframes, a non-noble on horse was subject to harsh, sometimes even capital, punishments. As in, many lashes or even ...


6

The terrain travelled will dictate the top speed and not necessary the means of transport. I know we are talking about fantasy with superb magically paved roads that neither flood nor need repairs. But if you are interested in historical travel, then you could take more than a day to do ten miles -- on foot. Horses would be unavailable due to the ...


6

Any time the terrain you have to cover is not condusive to riding. (Risk of falls, damage to the mount, low ceilings, etc) Any time you have to sqeeze through a tight space (or at least one that would be tight for your mount). Any time you are going to be traveling through an area that your mount is liable to attract attention that your party will not on ...


6

Legends of Anglerre has a really good system for time in travel. It's set up as a sort-of 'meta character' that the GM places certain obstacles in the party's way. Dice are rolled, skills are checked and any damage that may be taken (like from a rock slide) is distributed randomly or based on the current in-game logic (the first character in the group ...


5

Circumstances that would make mounted travel less desirable than travel on foot. A disease of the horses. (Introduce it well before the party sets out on the adventure to avoid the feel of "direct obstruction", make it affect other animals too: show sick pigs first, for example, then make horses an available but highly risky option. In case your party has ...


5

On Foot Budget for 2 miles per hour, with an extra hour per 1000 foot elevation climb. This is assuming you can walk on the slope. If you are only carrying yourself (and maybe a water bottle), figure on 3 mph. Figure you have about 8-10 hours of walking a day, will give you 15-20 miles depending on conditions (mud, hills, extreme heat/cold will slow you ...


5

"Were there other commonly used forms of travel by river?" Yes, there were: towpaths, (timber) rafting, rowing, and warping (for example on river barges: people with a small boat rowed ahead and farther away from the big ship sank an anchor. Now the team on the big ship adducted themselves and the great boat with the rope (connected to the anchor), pulled ...


4

Several things right off the top of my head: If your system allows magical items then a magic storage location (bag of holding in D&D) can provide you with all of the storage you need at a minimal carry weight. If the location you are traveling through is not desert then you should be able to forage for food and water. This will lessen the amount of ...


4

I have to assume that you're talking about a major river (Rhine or Thames up to London). Anything smaller is just going to be too twisting and shallow to be practicable for trading. That simplifies it, because current is fairly negligible, assuming the captain/pilot has enough local knowledge and is not constrained by draught (I've tried it). Wind ...


4

Short of giving out some kind of high level magic as a deus ex machina, there are no in-game options common in Golarion canon - many adventure paths (esp. Jade Regent) are oriented around long treks to get to places. You could let them steal a party-sized flying carpet or get some teleport device (though even teleport, RAW, won't take you all the way to Tian ...


3

Have the party's opponents rely on (and at times also be hampered by) terrain obstacles and weather phenomenon. Tie the traveling into the story. Don't just make up obstacles that have nothing to do with the story (aside from slowing down the plot) and don't simply distribute plot elements over terrain. Make the terrain and the weather part of the plot.


3

J.P. Cardier has worked out some pretty detailed travel speeds for foot, horses, river boats and sailing, and shown the workings, so you can decide for yourself where you disagree. These rules are for Exalted, but the conclusions would be valid for most games, as far as I can see. There are also a few useful figures here


3

According to this source, the speed of a sailing boat depended on the waterline length. The exact formula quoted there is hull speed = 1.34 * sqrt(waterline length) A boat with a waterline length of 50 feet would therefore go about 9.34 knots (~17.3 km/h or ~10.75 mph). This of course only applies on open sea with good wind. I have not found any sources ...


3

I can suppose only 2 reasons why not, in other case it's DM decision agree this or no. 1) Shadow Walk ritual says: "You and your allies walk through shadows..." I'm not sure that magic created mounts can count as allies... 2) Phantom Steeds ritual says: " A phantom steed is immune to any effect other than damage" Positive (like +AC bonuses or other) or ...


3

If you're constraining yourself to Golarion canon I don't think you have many options, other than giving them a magic item that lets them travel fast. The flying carpet that mxyzplk suggests is flavorful and classic, but if you aren't comfortable with them flying you can create something of your own, like a chariot figurine that can act as the Phantom ...


2

I guess this depends on the setting, but make sure the characters have the skills to acquire their basic needs, rather than carrying them around. This would mean survival and foraging skills, as well as hunting. The ability to break in and steal what you need (if it's for a good cause, or not, depending on the tone). Supernatural has Sam & Dead hustling ...


2

Generally in our group we tend to have a "base of operations" where we can dump most extra stuff. It sounds like your group may be on the move constantly where this is not an option. Instead of just pack animals get a wagon which should be able to carry quite a bit. You'd still have the trouble of people stealing stuff but there's not much of a way around ...



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