Traveling in D&D is Bad (and how to Fix It)

3 min read 1 month ago
Published on Aug 03, 2024 This response is partially generated with the help of AI. It may contain inaccuracies.

Table of Contents

Introduction

Traveling in Dungeons & Dragons (D&D) can often feel tedious and unengaging for players. However, many beloved stories feature travel as a central theme. This tutorial presents a new travel system designed to make the journey exciting and integral to gameplay, based on the Pointy Hat YouTube video by Antonio Deo.

Step 1: Understand the Problems with Traditional Travel Systems

Recognizing why traditional travel systems are often disliked is crucial for improvement. Here are the main issues:

  • Boring Mechanics: Many systems focus on realism, leading to tedious calculations of distance, food, and exhaustion.
  • Random Encounters: These often detract from narrative pacing and can lead to meaningless combat, disrupting the story's flow.
  • Lack of Engagement: Players often feel disconnected from the travel experience, making it feel like a chore rather than an adventure.

Step 2: Set Goals for a New Travel System

To create an engaging travel experience in D&D, establish the following goals:

  1. Excitement Over Realism: Focus on making travel thrilling and fun rather than realistic.
  2. Simplicity: Avoid complex calculations and keep the mechanics straightforward.
  3. Deliberate Events: Design events that are pre-planned and relevant to the storyline, rather than random occurrences.

Step 3: Implement the Travel Event System

The Travel Event System (TES) introduces a structured yet flexible way to handle travel in your campaign. Here’s how it works:

  • Distance Categories: Define distances as Close, Far, or Very Far. The number of events encountered during travel depends on this classification:

    • Close: 1 event
    • Far: 2 events
    • Very Far: 3 events
  • Event Types: Create events categorized into three types:

    • Red Events (Combat): Tailored combat encounters relevant to the narrative or environment.
    • Yellow Events (Exploration): Skill challenges or environmental hazards that require problem-solving.
    • Blue Events (Roleplay): Opportunities for character interaction, meeting NPCs, or developing the storyline.

Step 4: Customize Your Travel Experience

After implementing TES, customize your system to fit your campaign effectively:

  • Adjust Event Counts: Feel free to modify the number of events based on player preferences or pacing needs. For example, a "Close" distance could include 2 events if necessary.
  • Mix Event Types: Combine different event types for more dynamic encounters. For instance, a purple event could involve both roleplay and combat aspects.

Step 5: Run a Sample Travel Scenario

To see how TES works in practice, consider a scenario where characters travel from Fantasy Village A to Fantasy Village B:

  1. Determine Distance: If the distance is classified as Far, they will face 2 events.

  2. Plan Events:

    • Event 1 (Yellow): The party navigates a hazardous swamp, requiring skill checks to avoid pitfalls.
    • Event 2 (Red): The party encounters a group of hostile creatures that they must defeat.
  3. Narrate and Engage: Ensure that each event is rich in detail and engages the players, making them feel invested in the journey.

Conclusion

By implementing a structured travel system focused on excitement, simplicity, and deliberate events, you can transform travel in D&D from a tedious task into an engaging part of your campaign. Encourage your players to embrace the journey, and consider adapting or expanding the Travel Event System to suit your group's needs. Happy adventuring!