//oop:

Travel Dilemmas

Travel-rooms have problems1. So back to thinking.

0.

What do I want from an approach to travel? Too many things, and they contradict each other.

The system should be scalable...: it should support a few hours' journey as well as multiple weeks of travelling — ideally in a similar number of arbitrary turns.
... but consistent: rolling one random encounter regardless of journey length is scalable, but it makes no sense in the fiction.

The system should be quick...: especially in the context of one-shots, I need the "getting there" part of the session to be no more than 10–15% of the total.
... but immersive: the system should feel like travelling, and evoke the setting.

The system should offer navigational choices...: it should accommodate different playstyles.
... but be direct: when travelling, we're going somewhere. There's limited session time, and in one-shots we must get to the dungeon.

Not to mention it should be challenging, but also fun to play — not tedious.

1.

What if we boil the whole journey down to its main dilemma?

Here's the basic architecture:

The journey is {tag}.  
Thus, players can A or B.  

2.

An archetype:

The journey is dangerous. Thus, players can face danger head-on or sneak to go unnoticed.

We can apply the archetype to a region:

You will journey through the perilous jungles of Tau-Ria, where the Two-Faced Panther hunts Dire-Apes and carnivorous ants devour those who sleep in the open. Will you fight whatever jumps at you, or try to creep through the jungle unnoticed? The slower your pace, the safer the journey — but the more rations you'll need.

3.

Here are some other archetypes I came up with. I've worked out the tags and A/Bs for each, but I won't bother you with the mechanics yet.

4.

Some assumptions in my game:

5.

Should every journey be a dilemma? Maybe not!

Should every journey be only one dilemma? Maybe not! You could, in theory, chain a couple of these region-dilemmas into a multi-part journey. But this idea is untested, and I have no idea about its replayability.


Reach out

  1. 1) Resolving a journey still takes too long; 2) they don't offer enough navigational choice; 3) presenting events non-chronologically breaks immersion.↩

  2. Scale is sneaking up on me! But notice that these numbers could be adapted to weeks.↩