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Overland and Sea Travel

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

Adventuring often involves long journeys between locations, shifting the game’s focus from the second-by-second intensity of combat to the challenges of hours and days spent navigating the wilderness, managing resources, and dealing with the elements. This section provides guidelines for handling overland and sea travel.

Modes of Travel

Characters typically travel on foot, use mounts (like horses or mules), or employ vehicles (wagons, ships, etc.). Specific speeds and capabilities of mounts and vehicles can be found in Chapter 6: Equipment. This section focuses primarily on the general procedures for travel.

Travel Pace (Overland)

Groups traveling overland must decide on a pace, which affects how far they travel each day and their awareness of their surroundings. A typical travel day assumes about 8 hours of movement.

(Note: Distances are rough guidelines for good conditions on foot; adjust based on terrain, weather, mounts, and vehicles).

Navigation

Avoiding getting lost, especially in unfamiliar territory, relies on the Navigation skill.

Foraging and Sustenance

Characters need food and water daily. While rations can be carried, finding sustenance in the wild often relies on the Survival skill.

Making Camp & Resting

Traveling parties need to rest securely to recover resources and maintain alertness.

Travel Hazards & Obstacles

Journeys are rarely simple treks. GMs should introduce challenges based on the environment.

Fatigue

Extended travel, especially at a fast pace, in harsh conditions, or without adequate rest, wears characters down. In Alacrity, this fatigue is primarily represented by the loss of Stun Points (SP), which in turn can trigger the standard penalties associated with diminished resilience.

Encounters During Travel

Travel exposes characters to the inhabitants and dangers of the lands they pass through.

GM Note: Making Travel Engaging

The “Overland and Sea Travel” rules provide a framework for journeys, but remember that travel itself should be an engaging part of the adventure, not just a time-skip where “nothing happens.” Long stretches of simply stating “you travel for X days” can be boring for players and make the world feel like a series of disconnected locations. The goal is to make the journey meaningful.

Here’s some advice to make travel scenes fun and memorable:

  • Abstract the Mundane, Focus on the Eventful: It’s perfectly fine to montage uneventful portions of a journey. “After three days of steady travel along the King’s Road under fair skies, you approach the foothills of the Dragon’s Tooth Mountains.” Only zoom in to roleplay specific travel scenes when there’s a point – a challenge, a discovery, an important interaction, or a significant decision to be made.
  • Vary Your Encounters: Travel isn’t just about random combat. Consider:
    • Social Encounters: Meeting other travelers (merchants, pilgrims, refugees, rival adventurers, eccentric hermits), offering opportunities for trade, information gathering, or roleplaying.
    • Exploration & Discovery: Finding ancient ruins, hidden groves, strange landmarks, unique flora/fauna, or clues related to their quest.
    • Skill Challenges: Present obstacles that require more than one skill to overcome – a washed-out bridge, a treacherous mountain pass, a cryptic map.
  • Showcase Character Skills: Design situations that allow players to use their travel-related skills actively. A successful Navigation check shouldn’t just mean “you’re not lost”; it could mean finding a faster route or a safer campsite. A good Survival check might yield plentiful food or identify a rare herb. Failed checks should lead to interesting complications, not just “you fail.”
  • Introduce Complications & Choices:
    • Environmental Storytelling: Use weather (sudden storms, oppressive heat), difficult terrain, or dwindling resources (food/water) to create tension and force decisions. Will they push through the storm or seek shelter? Ration food or risk a dangerous hunt?
    • Moral Dilemmas: Do they help other travelers in need, even if it delays them or consumes resources?
    • Route Choices: If there are multiple paths to a destination, what are the risks and rewards of each?
  • Weave in Narrative Threads: Travel is a great time to:
    • Foreshadow: Drop hints about upcoming dangers or plot points.
    • Introduce NPCs: Even brief encounters can plant seeds for future allies or antagonists.
    • Develop the World: Reveal local customs, dangers specific to a region, or signs of larger events unfolding.
  • Enable Roleplaying:
    • Intra-Party Interaction: Campfire scenes or watches are good opportunities for characters to talk, bond, or develop their relationships.
    • Character Development: How does a character react to the hardships or wonders of the journey?
  • Make Preparation Matter: If players invest in maps, guides, good gear, or specific skills for travel, make sure those choices pay off or that the lack of them creates interesting challenges.

Travel should feel like a part of the adventure, offering a change of pace from dungeon crawls or urban intrigue, and providing unique opportunities for characters to shine and the world to come alive.

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File Created: 05/06/2025
Last Modified: 05/06/2025