Friday, December 15, 2023

Travel in ttrpgs

This is a topic many others have tackled. I'm writing mostly to get my own thoughts on the matters sorted. I've come to dislike most of the travel procedures that I stumble across and I wish to delineate why and what I think needs to be done differently. 

The issue with most attempts at exploration rules is that they only use exploration as an enhancement for the logistics and combat parts of the game. They don't create a framework for exploration that allows for a deep tactical possibility space, much less tactical infinity. In travel rules there is commonly only one right answer, and the rest is a complex procedure for resolving that answer. This produces unengaging gameplay and a lot of wasted time mathing out exact rates of resource drain.

The prototypical 'hexcrawl procedure' consists of rules for:
* Travel distance per X time increment, possibly using hexes for an easy abstraction.
* Attrition of resources.
* Chance of- and specifying of encounters, including weather.

In this system players generally know very little of the surrounding land and thus make uninformed choices of where to go and what path to take. They then spend time resolving whatever attrition mechanics the game comes with and may run into encounters which pull them out of the exploration and into other more well-functioning procedures. A lot of attention is given to getting the minutae of white-room travel speed and food consumption just right.

I think what we want is an exploration system, akin to an open-ended combat system, to tie active gameplay considerations to the act of exploring. What we need is a framework for providing obstacles that contribute to a risk of failure in the exploration itself. 

Travel system 0.5

Generate a hex map with regions of contiguous zones of singular types of terrain. For each zone, determine a special type of path which is unique to the zone. Stock the hexes with unique interesting features and landmarks. 

Each path is a type of terrain or terrain feature, the associated cost to travel (barrier), the associated risks (hazards) and the potential benefits (boons). 

Also predetermine rives and major paths which pass through the hexes and mark them on the map. 

When the players wish to pass through a hex they either know of a path to follow or they must generate a path. If they do not like the path they have available they must find another path, stay where they are or go back the way they came. 

To generate a path roll a d6 on the Path table associated with the terrain of the hex. On a roll of 1, substitute the special path for the region or the specifics of a path travelling through the hex. This is not the only path in the region, but it is the path you find which will take you from your position to the desired exit from the hex. Optionally, you can instead pick a path from the path types of the terrain and roll a d8. On 1-6 the path exits the hex in a specificed direction and on 7-8 the path ends inside the hex. 

To travel a path, pay the Barrier cost and check if you are subjected to any of the hazards of the path and if you benefit from its boons. If a hex feature is on the path you discover it automatically as you travel. You count as being on the path until you move onto another path in the next phase. 

After a path has been generated through a hex the GM makes a note in their hex key about the path type and which faces of the hex it connects. 

When two terrain types would intersect, such as forested hills or a swamp, generate one path from each and apply all Barrier costs, Hazards and Boons. The exception is the premade paths, which effectively overwrite the surrounding terrain. 

Premade paths:

  1. Dirt road
    1. Barrier: Accessible to light vehicles.
    2. Hazard: Encounter risk +2/6.
  2. Stone road
    1. Barrier: Accessible to any land vehicles.
    2. Hazard: Encounter risk +2/6
  3. Ice (in winter, overwrites water features)
    1. Barrier: 1 VIG to walk. 0 VIG to ski or skate. 
    2. Hazard: Can't make camp (fire melts the ice)
  4. Boat (rowing, overwrites water features)
    1. Barrier: 1 VIG
    2. Hazard: 1/6 of becoming wet. 
    3. Boon: Can fish.
  5. Boat (sailing, overwrites deep water features)
    1. Barrier: Requires favorable wind
    2. Hazard: 1/6 of capsizing in storm
    3. Boon: Can fish. 

Example: Forest Path table

  1. Wild trail + reroll
    1. Barrier: -
    2. Encounter risk: +1/6
    3. Campsite: +1/6
    4. Boon: Game animal 3/6
  2. Meadows
    1. Barrier: Accessible to light vehicles.
    2. Encounter risk: 2/6
    3. Encounter distance: Distant
    4. Campsite: 6/6
    5. Boon: 1/6 of Common herb
  3. Glades
    1. Barrier: -
    2. Encounter risk: 1/6
    3. Encounter distance: Far
    4. Campsite: 5/6
    5. Hazard: 1/6 of becoming Lost. 1/6 of annoying insects. 
    6. Boon: 1/6 of game animal. 3/6 easily hidden campsite. 
  4. Brush
    1. Barrier: 1 VIG. Impassable for horses.
    2. Encounter risk: 1/6 
    3. Encounter distance: Close
    4. Campsite: 3/6
    5. Hazard: 3/6 of becoming dirty. 3/6 of becoming lost. 2/6 of annoying insects. 2/6 of poisonous plants. 
    6. Boon: 3/6 of Common herb and 1/6 of Uncommon [Herb]. 
  5. Weald
    1. Barrier: 1 VIG
    2. Encounter risk: 1/6
    3. Encounter distance: Short 
    4. Campsite: 4/6
    5. Hazard: 1/6 of becoming dirty. 3/6 of becoming lost. 2/6 of annoying insects. 
    6. Boon: 1/6 of Common [Herb]. 1/6 of game animal (d6 rations). 
  6. [Roll on other terrain table]

Optional rule: Navigation check

To simulate competency in navigation, include a Clarity check (or your system's equivalent) when generating a path. On a failure, you discover that the path leads in a random direction rather than to the intended goal. You get one free check per Phase but can spend 1 CLA per retry during the same phase. 

Optional rule: Getting lost

Getting lost happens when you don't know how you current path connects to the way you came from. Mechanically this is represented by you being unable to trace your way back the way you came. If you wish to return to the face through which you entered the hex you must generate a new path to follow. Following the same path you were on will be treated as travelling along a random path in the hex and thus risk depositing you in a random neighboring hex or the same hex; The GM does not need to reveal the result of the roll. 

If you use skill for navigation, a critical failure (nat 20 in my case) will cause you to become lost. 

Design notes

The core feature that makes the system work is the possibility of failure. If you run out of vigour then you can't go on at all unless you rest. If you are low on vigour then you risk death or humiliation from any number of hazards and encounters. The weather acts as a random modifier to the difficulty, requiring extra planning or large margins in supply, which competes with goals of efficiency. The season acts as a global difficulty modifier but also uniquely attenuates some hazards, like biting insects not appearing in winter. 

The main gameplay comes in the form of choosing what path to take in this particular moment. Because each path comes with both unique detriments and benefits it can be situationally optimal or deleterious, allowing the current state and goals of the party to be the random factor which motivates choosing a particular path. There is system mastery both in learning the tables for particular types of terrain and for learning the particular paths that are present in a specific region of the land.

The system aditionally interacts with keyed features in hexes by tying them to specific paths, allowing for an intuitive mechanic by which hex features are discovered (or missed). 

The system can seamlessly be used to stock hexes with prepared paths, for a more curated experience of exploring a local area. 

My houserule is that Vigour is recovered one per phase of rest with a ration of food while Clarity is recovered as per the base rules. This means that CLA is plentiful and easily restored near civilization and rare and precious far out in the wilderness. This makes the navigation easy close to holdings but risky far out in the wilds where getting lost can cause a significant impediment to your return journey.

There could be specialized feats feats which makes navigation much less costly/more efficient, and allow for a ranger archetype. 

Travel in ttrpgs

This is a topic many others have tackled. I'm writing mostly to get my own thoughts on the matters sorted. I've come to dislike most...