HidesHisEyes
2017-01-07, 05:34 PM
I've struggled with the question of how to make overland travel in D&D a meaningful part of the game since I first started to DM, and reading this article (http://theangrygm.com/getting-there-is-half-the-fun/) on Angry GM's site has just got me thinking about it again.
Angry's article is full of good ideas, but what really interested me was Intermedial's comment towards the end of the comments section. This person suggests a houserule by which “A long rest takes 24 hours anytime you spend a day or more travelling overland" so that in effect "any bout of travel becomes a single “adventuring day”, cutting off the typical problem where the party can nova on random encounters."
I find this idea extremely enticing because, where Angry's suggestions - like every other "overland travel system" I've seen - amount to a whole new game structure that would sit side-by-side with the game's built-in tried-and-tested "adventuring day" structure, but would be essentially different from it. Intermedial's idea allows you to simply use the adventuring day structure during long journeys as well as dungeon crawls.
I might amend the house rule to "when travelling, a long rest only has the benefits of a short rest", as it seems a bit clearer in my mind. So on a seven-day journey it would be assumed that the PCs would make camp and rest for eight hours each night, but each time would only allow them the usual benefits of a short rest. You can then scatter encounters of various kinds throughout the journey - not necessarily all combat encounters but all using the game's highly developed and "gamey" resources system of hit points, spells and abilities. For longer journeys you could place "way stations" along the route - inns and villages where the PCs could get a real long rest, dividing the journey into multiple adventuring days.
Now I can see one or two problems with this straight away. One is that players might find it odd that a long rest means different things at different times, but for me at least a justification of "it's hard to get a proper night's sleep on the road" would be enough. A bigger problem is that, any time the PCs have to go on a journey to get to a location to complete their mission (i.e. the majority of site-based adventures), there needs to be some way for them to have a long rest once they get there but before they start. Given the justification I just mentioned it's hard to think of a solution to this, short of handy inns just outside every dungeon. Finally, I suppose what many are looking for when they complain of overland travel being boring in D&D is not an extension of the dungeon crawl gameplay to encompass travel, but a system in and of itself that is still gamey but in different ways (in which case I'd recommend you read the article I linked to at the start if you haven't). But there are certainly ways that the two approaches could be combined.
Anyone have any views on this?
Angry's article is full of good ideas, but what really interested me was Intermedial's comment towards the end of the comments section. This person suggests a houserule by which “A long rest takes 24 hours anytime you spend a day or more travelling overland" so that in effect "any bout of travel becomes a single “adventuring day”, cutting off the typical problem where the party can nova on random encounters."
I find this idea extremely enticing because, where Angry's suggestions - like every other "overland travel system" I've seen - amount to a whole new game structure that would sit side-by-side with the game's built-in tried-and-tested "adventuring day" structure, but would be essentially different from it. Intermedial's idea allows you to simply use the adventuring day structure during long journeys as well as dungeon crawls.
I might amend the house rule to "when travelling, a long rest only has the benefits of a short rest", as it seems a bit clearer in my mind. So on a seven-day journey it would be assumed that the PCs would make camp and rest for eight hours each night, but each time would only allow them the usual benefits of a short rest. You can then scatter encounters of various kinds throughout the journey - not necessarily all combat encounters but all using the game's highly developed and "gamey" resources system of hit points, spells and abilities. For longer journeys you could place "way stations" along the route - inns and villages where the PCs could get a real long rest, dividing the journey into multiple adventuring days.
Now I can see one or two problems with this straight away. One is that players might find it odd that a long rest means different things at different times, but for me at least a justification of "it's hard to get a proper night's sleep on the road" would be enough. A bigger problem is that, any time the PCs have to go on a journey to get to a location to complete their mission (i.e. the majority of site-based adventures), there needs to be some way for them to have a long rest once they get there but before they start. Given the justification I just mentioned it's hard to think of a solution to this, short of handy inns just outside every dungeon. Finally, I suppose what many are looking for when they complain of overland travel being boring in D&D is not an extension of the dungeon crawl gameplay to encompass travel, but a system in and of itself that is still gamey but in different ways (in which case I'd recommend you read the article I linked to at the start if you haven't). But there are certainly ways that the two approaches could be combined.
Anyone have any views on this?