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What are the best travel and exploration systems in RPGs?
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Does your character prefer to stay at inns when traveling or camp in the wilderness?
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>>97489780
Camping is a vibe to be fair.
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Traveling is a gentleman's hobby.
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>>97489327
I've had a good time with a few different variations on AD&D hex crawling, generally adding a more region specific weather/season table, keying hexes and making my own encounter tables, factions, etc. The mix of broad but light world building gives me enough to improvise with via the encounter tables and quickly put together gameplay as needed. The open spaces between points gives the players room to add to their maps. I tend to abstract travel rations and supplies a bit rather than really get into the weeds with it, just not a thing any group I've run games for it into.
I've run more open/improvised world exploration and generation with Perilous Wilds/group world building and drawing from a deck of index cards I premade for locations, encounters and such. It was alright but I think a bit less satisfying after a year of it compared to other methods.
Haven't seen an urban travel and exploration system I liked much yet, it ends up being basically a point crawl with me figuring out distances between districts on the fly which is probably fine but haven't built anything I think is good yet.
Been wanting to run UVG to give it an honest go and get into a large scale point crawl having not tried one yet the system seems a bit scattered and bare bones even for me and I like some of the rulelite stuff.
Curious about Fellowship and Band of Blades to look at more of pbta style travel game again but there's enough going on I'll not likely get to them to play for uh... maybe later this decade. Might have to make do with reading them and seeing if there's anything worth lifting.
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>>97489780
Sorry guys I'll post a more modest traveler's inn on the roadside.
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Been working on a really cool one recently, where each step gives you a choice of ~2 paths with different effects. Rough terrain causes exhaustion, risky paths are fast but potentially nasty, high ground gets you more oaths available next turn, etc. And you can plot them on a map, making semi-permanent trails to use multiple times.
One problem though is that it's all environmental stuff. There's no room for hard-coded creature encounters, as all the random triggers are taken up by other stuffPuckee needs to suckee a cock
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>>97489827
>>97490142
Rations as in "specific food tracker" or "rations to handwave food as such"?
I only ever bother with rations system borrowed from an old-ass local game, which is handful of rule of thumb stuff - and I use those only when doing exploration-centric games in a complete wilderness, which is the only time this makes any sense:
1) Rations are abstract, a single ration feeds entire party no matter the size
2) Each day concludes with a forage roll, 1-2 is no forage, 3-4 is "half-ration" (pick who doesn't eat and thus isn't qualified for rest), 5 is full ration, 6 is full ration and surplus for next day
3) Forage roll can have a +1 from hirelings, +1 from equipment and +1 from extra time (but less time to move)
4) Any forage spoils after 2 days, period
5) Preserved rations bought in stores last indefinitely, unless lost in random encounters (the system I took it from had very small inventory to be carried, so taking 5 preserves pretty much filled up your gear slots)
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>>97491813
>more oaths available next turn
>from travelling on high ground
like in the moral metaphysical way?
>There's no room for hard-coded creature encounters, as all the random triggers are taken up by other stuff
Anon you can just have a random encounter roll whenever.
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I like Patrol's, it works at what it does
Now I wish I had someone to GM patrol, but that's another story.
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>>97492918
>>more oaths available next turn
Paths.
But also yes, walking in the sun might on occasion actually refresh your oath usage, if you're using an extremely niche spell.
>Anon you can just have a random encounter roll whenever
The death of gamefeel.
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>>97489327
I've got a system I'm working on for my game Valor, Glory, Power. You're welcome to steal it for ideas. Here: https://files.catbox.moe/lukweu.pdf
It's very incomplete.
I'm changing the Journey complications/fortunes completely. Rather than encounters, it should entirely deal with discovery of new routes, weather complications, terrain complications, and bonuses or penalties to other journey activities (hunting, scouting, etc).
The scout/lookout will be responsible for both encounter frequency but also how the encounter happens.
I've decided to make each leg of a journey an opposed roll based on factors like terrain type, weather, random gear or supply loss, etc. That way pathfinders and scouts can roll- have a sense of certainty of their exploration, but there's always a risk that they didn't do quite enough. Since it's meet-or-beat, even rolling 0 successes doesn't necessarily mean you stall (instead you progress with a complication).
Goal here is progression happens, but the question is whether or not there are positive or negative complications.
Main goal is to make sure that time pressure, uncertainty of exactly how long it takes to get somewhere (the GM has a hexmap, the players have a rough map), and possibility of discovering new things in the borderlands makes for a fun time.
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>>97496407
>deeply gamified status effects from choosing 2 pathways
>random encounters are the death of gamefeel
If by gamefeel you mean feeling like a video game then yes, death to that and your preference for it.
You will now poorly understand random encounters and get mad about it.