Paradigm Concepts

Simple Travel Rules
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Author:  Blusponge [ Tue Sep 09, 2014 2:40 pm ]
Post subject:  Simple Travel Rules

Hey everyone,

Our campaign is getting ready to enter into its next chapter, where the players will be leaving the comfy, warm, smoldering cauldron of religious tension that was Strasbourg and wandering out onto the wintery, ashen, ravaged countryside that is the Palatinate. They have a several different options and routes available to them, and because I'm a sucker for such things I started cooking up a simple system for travel.

Actually, this document has been cooking for almost five years – at least since my original Solomon Kane game which began about a year before my first child was born. It's finally made it to a state that I'm happy with. It's not quiet finished; I need to codify a lot of the diversions, but I believe its functional and certainly ready for play (in my game anyway). So I figured I'd put it up here for review and comment.

Ultimately, I expect this to sit alongside a more detailed system for exploration, for those instances when the cadre doesn't really know how to get to point B and have to spend some time fumbling around and exploring the wilderness to get there. But that can wait for another day. Until then, I present you with simple* travel rules for the Witch Hunter game!

Player File
GM File

*Completely subjective!

Author:  Blusponge [ Tue Sep 09, 2014 2:52 pm ]
Post subject:  Re: Simple Travel Rules

For those curious or interested, the system was inspired by this article on the Don't Split the Party Blog.

The movement rates were assumed from the old AD&D Wilderness Survival Guide.
The system was roughly modeled after the Mass Battle and Travel rules from Savage Worlds.
Diversions, as a concept, are borrowed from the Savage Worlds Setting, Rippers.
Costs and other details were taken from both editions of the Witch Hunter core book.

There's your peek behind my thought process. We'll start to see how well it holds up in three days. :)


Author:  Blusponge [ Wed Sep 17, 2014 1:58 pm ]
Post subject:  Re: Simple Travel Rules

Here's a little something to go hand in hand with the pdf: an excel spreadsheet that does the calculating for you. Yes, that may seem contradictory to the whole "simple" thing, but it isn't like multiplication is that tough. This just makes it a bit faster to figure out how long its going to take to get from A to B, which means of travel is faster and more cost effective. Since we play online, this seems like a no brainer. But the whole thing is simple (and small) enough that any GM could probably run it on his/her phone with no problem.


Author:  Blusponge [ Tue Sep 23, 2014 1:41 pm ]
Post subject:  Re: Simple Travel Rules


I've split the files in two, one for Players and another for GMs. Makes it easier to share.

Also, the Player revision includes additional costs, as well as details on watercraft and seacraft travel.

The GM file include some details on the various Diversions, as well as some new Miscellanea.


Author:  Blusponge [ Thu Sep 25, 2014 11:31 am ]
Post subject:  Re: Simple Travel Rules


The GM file has been revised with descriptions (and some effects) of the different diversions. Boons and Hardships often have a mechanical effect; a bonus or penalty to the group's Endurance rolls or travel times/costs. Chance Meetings, Trouble, and Discoveries are more roleplaying springboards and may be as simple or elaborate as the GM desires.

I've also updated the travel calculator.


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