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Outdoor Survival

🕑 Added 2025-03-07 15:49:13 +0000 UTC

Comments

Michael Sixel

Agreed on all points.

Merric Blackman

I've been trying a few travel systems of late (Uncharted Journeys, A5E Trials & Treasures, etc.) and I keep running into frustrations. One of the major things to consider is that there isn't one type of wilderness travel. Travelling with a known destination is a far different matter than travelling to explore, and I think there are more types beside. (Travelling when lost is its own type!) Running Empire of the Ghouls - with a *lot* of travel - is really showing how running too many encounters during travel can kill the pacing of the adventure. My experiences with the Lord of the Rings travel system... have not actually been good. (I haven't used the new 5E one, but I like it even less!) One System To Rule Them All probably won't work due to the different types of travel, but working out how you want to pace wilderness travel depending on its function may be a very good starting point.

Thoughts

I really like this approach. I like the idea of setting up potential problems for the PCs to solve during wilderness exploration, and not having set mechanics for solving them, allowing for creative and emergent play. "There's the ruins of a homestead a few miles to the east, by the looks of things. Some game to be had, but no water in sight. It is said that a direwolf stalks these parts, and the wind speaks of an oncoming snowstorm. You will need food water and shelter for the night. What do you do?" I've found that the more mechanical wilderness travel gets, the more abstracted, and therefore the more boring; it just turns into a series of pass/fail die rolls to do the thing, instead of any kind of actual problem solving or engaging with the world.


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