They say you have to playtest, but they forget that I’m a lazy man, so when it came to travel rules, I didn’t feel like simulating a bunch of journeys. So it’s time to get the computer to do the work for me.

Setup

An encounter roll occurs every 1D6 intervals in BIND (where an interval = ā€˜one quarter of the day’ = ā€˜6 hours’).

Travel rates are around 10 miles per day for a caravan on a road, so to travel 50 miles, the troupe will need 5 days (i.e. 20 intervals). In bash, we can represent these rules as so:

Now we can plot a full journey of 30 miles with one command:

Some of the first or last encounters are sometimes replaced with traders, but the longer the journey, the less ā€˜beginning’ and ā€˜end’ there is.

Currently, a good deal of journeys will be 30 miles, and 5 encounter rolls just seems too much!

The longest of journeys could go up to 80 miles (i.e. 8 days of travel).

This looks much worse…

In fact, it’s unplayable. This entire session would be a series of fights with various beasties - hardly ā€˜background noise’!

Halving Distance

Repeating that with half the usual distance, we can ask the computer for lots-and-lots of rolls, and get the following:

That looks rather more workable; perhaps a touch on the high side, but that’s a burden for the rest of the system to bear. The best remedy here is keeping the encounters snappy, and fun.