Saturday, January 31, 2026

Rethinking RPG Travel

 



Have you ever told your players that they must travel to the Farthest East, to the Palace of Night, and they simply nod and say “We start walking, how many days does it take us?”


Here are some suggestions for how to make traveling into an interesting challenge and allow players to use their problem-solving skills.


Remember, when players think outside the box, like building an improvised hang glider to cross a ravine, or capturing a camel to carry their supplies, reward their ingenuity.


Walking: Will get you anywhere within a day’s travel over easy terrain.


Map/Compass: Beyond the boundaries of civilization, away from common roads and high-ways, it is easy to become lost. Maps marking landmarks and navigation gear, or the assistance of a guide are vital for extended trips into the wilderness.

A Ranger would provide most welcome service here.


Climbing Gear: Steep cliffs, mountainsides and ravines may be impassible without proper equipment such as rope, pitons, crampons, picks and chalk. An experienced guide, preferably a local, can be of great help in this instance.


Light: To journey in the darkness, underground, through clammy, tight tunnels requires more than bravery. Without the light of torches, lanterns etc. even the most level-headed adventurer would quickly be lost, easy prey for nocturnal predators. Dwarves and Gnomes are valuable for their ability to navigate underground. Minotaurs also are never lost, but unfortunately are more likely to eat your party than give directions.


Donkey/Cart: Beyond several week’s journey, it becomes impossible to carry enough rations with you. A sturdy creature can carry supplies such as food, firewood and shelter, foraging as it goes.


Horse/Steed: To cross wide ranges of inhospitable terrain, a strong steed can lend it’s strength. Taking turns riding and walking, wide deserts, open plains and chilly steppes can be traversed without faltering in the face of the elements and exhaustion.


Ship: To cross large lakes, seas and oceans you need a large and sturdy ship, a capable navigator and a considerable crew to operate the oars, sails, rudder etc. Bring enough food, fresh water and repair materials. A carpenter, sailmaker and doctor would be welcome additions to the crew.


Flying: Some truly tremendous obstacles, such as a thousand-mile desert, sheer mountain face or floating castle in the clouds can only be reached by flight. This may be achieved by mechanical means, such as a hot-air balloon, or magical means, such as by a flying carpet, winged pegasi or winged boots.


Planar: Some locations, such as a pocket-dimension, another plane of existence or fairy realm can only be reached by means of powerful teleportation magic, or the assistance of a powerful being.

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