Words from a grognard

Month: January 2026

Design: Travel Navigation

I’ve been wrestling with how to make travel the equivalent of dungeon exploration in activity (my bespoke system is entitled “Legendary Journeys,” after all). I think I cracked that nut.

It’s typical to have a navigation check when parties are wandering in the countryside. Their fearless leader checks to see if they’ve wandered off course during the day and are lost. Well, what if we change that up a bit?

Suppose the navigation roll does two different things. First, it slows the party by some amount, measured in time or movement points or whatever your system uses to measure progress when traveling. Assume the party gets it sorted out by discovering the error and getting headed in the correct direction from where they are. This, I think, can offer that “wandering in the wilderness” feeling without the wholesale “getting lost” condition.

What it also does, secondly, is provide an opportunity for the party to find/stumble upon Points of Interest they would otherwise have missed. So, if we make the navigation check a bit more difficult so the party wanders a bit more often, they can find a lot more stuff to eat their faces…er, explore.

Each time the party travels through the hex, the navigation check can result in the party traipsing along a different path and finding something new. If we want to, we can restructure the navigation roll to reflect that each trip through is likely to be a bit different which allows for new discoveries. Indeed, we can structure things so each trip through a hex is just different enough that new discoveries are possible.

That would provide more possible interaction and greater interest in travel situations. The wilderness and travel should just be something to endure before getting to the good stuff at the destination. Traveling should be an adventure of itself. It should be possible to have the journey to a location to be more involved than what happens at the location, which upends the usual circumstances of play.

Update:

I’ve been stewing on this topic for a long time, wanting to end with a sub-system that offers up travel-as-adventure instead of travel-to-reach-adventure. What I wrote above is just a part of that. Yes, offering variation in trips through a given wilderness space increase the chances of discovering new points of interest. That, of itself, doesn’t make a wilderness trek feel like a dungeon foray, though.

What that doesn’t offer is all of the interaction that can be expected in a dungeon setting. The tricks and traps and puzzles we find in dungeons are generally missing in the traditional wilderness travel rules. I think that’s a element we have to introduce to bring wilderness adventure up to the same level as dungeon adventure.

Providing more chances to find POI is just the beginning. Having multiple small dungeons to be found during travel doesn’t provide the same flavor as full-size dungeons. I think we need to have our encounter tables expanded to include more, plus add in pre-planned material for any given trip.

I think of the wilderness in a fantasy game setting as wild, in the sense that the kinds of things and situations found in folk tales/fairy tales are not only possible, they’re not uncommon. Spend much time traipsing about in the wild and you will encounter weirdness of some sort — fairies come through the Hedge, elder beasts from the Greenwood, people from other worlds, weather anomalies, malevolent spirits, enchanted pools, ancient shrines radiating power, and on and on. These are the things that can provide the same flavor in the wilds that a variety of rooms and chambers provide in a dungeon, especially when many of them invite direct interaction with the PCs.

To that end, I think the encounter rules have to provide as many opportunities for something to interact with as a party could expect to have in a dungeon. That’s not to say that every ten-minute turn of travel should include a check or reaching a new “room.” It does mean that there should be fairly regular instances of interesting things to do, whether measured by hour-long turns or opportunities per hex or in some other fashion. A trip should be filled with chances to engage with the unusual and interesting bits of the setting.

As there are many folks who approach dungeon settings as the Mythic Underworld, I think it just as useful to approach at least parts of the wilderness as the Mythic Wilds. Stretches of forest or swamp or plains that feel as if they have an interest in the PCs traveling through and aren’t taking kindly to the intrusion. I’ve already been thinking of the Little Gods, spirits of the place, that can take notice of travelers; this extends that to the entirety of a locale taking notice. An increase in encounters with hostile critters, say, with those critters being the most dangerous in the locale. Those critters trailing the party and causing issues. The party getting slowed repeatedly by fresh obstacles the terrain throws up in the way. Stopping for rest breaks or camping resulting in getting constantly harried by denizens of the forest that make rest impossible.

Even locales that aren’t Mythic Wilds can offer similar experiences. The lands immediately surrounding an ancient barrow that holds a malevolent golem possessed and animated by the spirit of a long-ago tyrant and warlord. Hauntings a-plenty, undead clawing out of the ground and shambling after the PCs, shadows flitting about out of direct sunlight and chilling the PCs to the bone. The PCs can figure out what’s at the area’s heart and try to put an end to it, though that just may result in the golem escaping it’s chambers and roaming the wilds to create yet more havoc.

Encounter tables should provide for much more in the way of flavor and challenge. I can see each area having designation of danger that affects the results on tables, or specific tables for each such area. As I mentioned previously, I also think the regular addition of pre-planned POI can make a major difference. Even if it’s a drop-in selected from a list of possible drop-ins, knowing that on a given stretch of travel something a bit more involved is going to crop up that’s already prepped makes GMing a trip a bit easier, and the players will get regular doses of more substantial and demanding play. Prepping a handful of events/encounters/sites for a given stretch of wilds in advance can go a long way to filling out travel in an interesting fashion.

Planning a trip thus gains quite a bit of flavor. Planning a route now involves deciding what known stretches of dangerous ground it might be better to avoid, though at the expnse of taking more time to reach the destination. PCs can try to find good sources about what to expect along the way and prepare for it. Planning a trip becomes the equivalent of planning a dungeon foray, as does the actual experience of it. An exercise in survival becomes an exercise in adventure.

On Evil Monsters

There are topics that seem to rise again and again in RPG fora like undead horses to be flogged. This comes about because of the regular influx of gamers to discussions, so evergreen discussions are to be expected despite the eyerolls they garner from veterans. One such horse carcass is that of evil monsters, particularly humanoid monsters.

The argument against having such moves along the path of “innately evil humanoids don’t stand to reason because there’s going to be good individuals even in an evil culture and it’s horrible to say they’re all evil” and then to move on to how it’s inherently racist to have evil non-humans.

Stop. Stop right there.

The problem I see is simple: these claims rely on the notion that non-human critters are simply humans in funny suits. That what one can expect from human cultures is what one can expect from non-humans. That non-human thought and feeling and understanding is exactly the same as with humans.

I’ll offer up that non-humans aren’t humans in funny suits, that they are, indeed, non-human and that expecting the human experience to map onto the non-human experience is foolish and leads to bad fantasy. The non-human experience should NOT map directly onto human experience.

Now, for us, as humans, to be able to use non-humans in play, yes, we have to be have enough similarity between the two for us to use — for us to understand so we can portray elves and dwarves and so on — and still be different enough to set them apart as not human. (Yes, RPG play has long suffered from elves and dwarves as simply humans in funny suits.) The Venn diagram humans and non-humans should never be a perfect circle, even if there’s relatively little space separate.

So I’ll observe that we humans can’t comprehend all of the non-human experience, so we’ll never understand why some non-humans are what we find to be irredeemably evil. They’re not poor, downtrodden souls being wrongly persecuted for being in the wrong place, they’re inherently evil creatures creeping into human domains and a threat to all humans.

Even if they’re bipedal and human-like in form, they aren’t human. They’re not stand-ins for oppressed peoples. They’re non-human monsters and a threat to us all.

Non-human creatures that aren’t evil should also be viewed as not being fully understandable by humans, and thus by the players at the table, for much the same reason. They may not be the inherent threat the evil monsters are, yet some of their behavior should certainly be inscrutable to humans to preserve the weirdness of the fantasy.

To pay the Joesky tax, I offer up the Shadow Curs, as yet untested kobold substitutes:

  • NO. APPEARING: 10-100
  • ARMOR CLASS: 7
  • MOVE: 12″ / 9″
  • HIT DICE: 2-5 hp
  • NO. OF ATTACKS: 1
  • DAMAGE/ATTACK: 1-4 or by weapon
  • SPCL ATTACKS: none
  • SPCL DEFENSE: none
  • MAGIC RESIST: standard
  • INTELLIGENCE: low
  • ALIGNMENT: Lawful Evil
  • SIZE: Small (2 1/2′ – 3′)

The curs have two forms, that of a dog and that of a dog-faced humanoid, similar to a werewolf. When in the dog form, a cur has capabilities as a dog. In the humanoid form, a cur has opposable thumbs and can wield weapons accordingly. Transforming from one form to the other takes but a couple of seconds and doesn’t affect the cur’s ability to move and fight.

In either form, a cur looks like a mongrel dog, with fur and fangs accordingly. Small packs are families led by the sire and dame. Large groups are composed of multiple family packs and typically led by the largest of the pack leaders.

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