Travel
Travel
#travel
Build it the same way you would build any quest, with escalating action,
relevant NPCs, tasks to accomplish, and choices to make. Your players
set off for their first day of travel. They pass a merchant on the road, who
at first threatens the players but, if questioned, admits that he's heard
tales of bandits on this road and is afraid of being a target. Maybe your
players suggest they travel together, for protection. Or maybe not. On the
first night, a lone, stealthy bandit rifles through their saddlebags under the
cover of darkness. If their watchman's perception is good, maybe they
catch him and get some clues. If not, they will discover on the road
tomorrow that they're missing a few valuable items. The next morning,
they spot a wagon on the side of the road, burnt to ashes. Later that day,
they're ambushed by three bandits. If they decide to question them, they
might find out that the bandit camp is a half day's travel ahead, just past a
stone bridge. That might determine whether or not they're surprised when
they cross paths with the whole bandit encampment on their final day of
travel. If they helped the merchant, maybe he'll give them a discount at his
store in the next town. By taking care of the bandit problem, they have
curried favor with the local leader. Basically, the events of this journey
have affected the rest of the game.
You have plenty of building blocks to work with when putting together this
kind of travel quest. Here are a few things to consider if you're looking for
inspiration.
Environment. How's the weather? Or the landscape? Are they
hacking their way through a dense jungle, following a well-traveled
road, navigating a series of confusing tunnels under a mountain?
NPCs. They might run into other travelers or locals who need help, act
as threats, want to charge travelers a toll, or have items or services for
sale.
Encounters. Random encounters might be boring, but that doesn't
mean you can't have any encounters. There are, of course, plenty of
ways to tie combat with monsters, beasts, or other people into the
story you're building.
Locations. Ancient ruins, buildings and their occupants, natural areas
like waterfalls, cliffs, or marshes. Maybe they'll find abandoned
campsites from previous travelers.
Choices. It's always boring to have no agency, so consider that your
players might make choices that take them down different routes,
whether that means a classic fork in the road, or something more
subtle that changes the way the journey goes for them.
Just like with any quest, create a narrative arc. And if you're worried that
you're gonna have to run travel on the fly, this is totally something you can
do in advance. The bandit example that we just went through could
basically be dropped in between any two towns or cities. Brainstorming a
few little side quests that can happen during travel isn't much more work
than prepping your own encounter table, but it's gonna be way more fun
and much more intentional to your players.
So you're trying to spice up your travel through a wintery tundra, and you
have the players roll to see if they catch a cold. Cool. Your players each
roll a die. There is a result. Maybe you even do it multiple times. Are we
having fun yet?
Calling for a roll might seem like "something to do" while traveling, but it
often doesn't lead to any real engagement. Players come upon a river and
roll Athletics to cross it. Players need to make camp and roll Perception to
find a good spot. Players roll Survival to see if the find their way, and
maybe they roll poorly, and the journey takes an extra day. Great work! In
trying to make your journey interesting, you have only made it longer.
If they need a little more prompting, social encounters can also be a great
way to encourage roleplay. They can meet locals or fellow travelers who
ask them questions, give them information, or treat them kindly or poorly.
Imagine your players meet a fortune teller on the road. She asks to share
their campfire and gives a reading to any interested party member. This
can get them thinking about their personal quest lines and talking about
their backstories and goals. Who wants a reading, and who scoffs at it?
Why? Do players take these readings seriously, or are they skeptical?
This is also a fun chance as a DM to plant clues that don't necessarily
have to be true. If that doesn't spark conversation between characters, I
don't know what will.
If you heard those three tips and it sounded like a lot of work, that's fine.
You don't actually have to make travel interesting. As Matt Colville
rightfully says in his video about travel, "Unless you think that traveling
through the wilderness is going to advance the plot, I am giving you
permission to just skip it." If none of this sounds fun for you, or if you don't
have any bright ideas for tying your journey into a story, you're allowed to
just not do it. Maybe roll to have players determine if their journey goes
smoothly or not, and include consequences like taking longer, using up
more rations, etc. But you don't have to roleplay every day of travel if you
don't think it'll add to your game.
Every table is different, and some tables might prefer fast travel and get to
the good stuff. But if you, like me, were way too strongly influenced by
epic fantasy journeys in books and movies and really want to have some
travel moments, I hope this will help you avoid those draggy, boring
sessions that are occasionally broken up by a random and
inconsequential fight.
Comments
#plot
Comments 👍
It's also super great for character backstory development, especially if
you're running a module and don't know where you can put in nuggets
for your player's backstory.
Cleric looking to convert worshipers to her obscure god? Have
them come across a group brainwashed by a conman to treat
him like a prophet to a made-up deity, so the Cleric can defeat
the conman and convert the citizens.
Player looking for his long lost adventurer father? Have an NPC
claim to know him and can take them to him if they help him with
a task but as it turns out, hasn't actually seen the father in ages
but may still inadvertently offer some clue.
Got a Warlock who wants to please his patron? Have them
stumble upon a cult from the patron's rival whose plans they can
put a wrench in to please the patron.
Of course there's fun to be had in truly random encounters too,
but travel encounters are so good for adding elements to the
story the characters were missing without necessarily forcing a
tie-in to the main campaign plot.