On the Wilderness Codices

So there have been quite a few posts recently about wilderness travel.

What we have here, is a systematic collection of useful structures that are applicable for a broad spectrum of game types. Actual new knowledge that is functional in play.

There are 3 types of 'wilderness travel'.

The first is travel over a road or through safe or known territory leading to a destination.
The second is exploratory travel through a hex.
The third is travel to a destination through non-safe or unknown territory leading to a destination.

Several logical, entertaining, game structures have been provided for exploring these environments in play. Each is addressed below.

Travel over a road or through safe or known territory leading to a destination.
Exploratory travel through a hex. 
Travel to a destination through a non-safe or unknown  territory leading to a destination.
This is a solved problem. Let it be recorded in all future and reprinted games involving fantasy wilderness travel!

4 comments:

  1. Thank you for this. I really need to beef up my wilderness game. We need a more thorough set of 'directories' in the OSR.

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  2. Thanks for the links! I just stumbled across a post that you might find interesting for ocean exploration:

    http://dmg42.blogspot.com/2012/05/charting-unknown.html

    He used days of travel toward particular constellations as clues for players looking for isles. It sounds like one challenge was to discover where the distance/vector had been recorded.

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  3. Thanks for the link. The other method I'm about to experiment with is the combination of a dice map covering what you can see when you look around with songlines.

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