Feb 22, 2019

Overland Travel in Mythras

So I've been running overland travel in Mythras since back when it was still Mongoose Runequest II. I used to use a convoluted hexcrawling system that I ran off a cheat sheet I put together, but these days I've come around to running most overland travel in Mythras as pointcrawls.

In the Dawnlands, I use a songline system for pointcrawling, partially to show some love for the much-neglected Sing skill, but the system I'm going to lay out here is probably more useful to people using generic settings without songlines. The system I'm outlining is really a variation on the system for extended tasks laid out in this (free to download) expansion of the Mythras task rules, which I think is good enough that if there's ever a second edition of Mythras should become part of the core rules.

Basically, I think you should set up Mythras overland travel as an extended task where each extended task covers travelling from landmark to landmark. One PC should be appointed the expedition leader who makes the rolls (which are team rolls, effectively), but other PCs should be able to assist the expedition leader using teamwork to augment their skill rolls (Conveniently, I wrote some teamwork rules for Mythras a while ago).

The base difficulty of the rolls should be based on how easy to traverse and straightforward the path is. A road leading from one landmark to another should set base difficulty of easy while navigating trackless wastes from the peak of one massive sand dune to the peak of another sounds like herculean difficulty.

I also think that the extended task system for overland travel works best with a slight variation. Instead or rolling the same skill four times and determining the outcome based on that, breaking it up into four different skill rolls will make other PCs feel like they are meaningfully contributing, and encourage them to mix-up who is the expedition leader from time to time, instead of always relying on the one guy with Navigate 90% to lead them everywhere.

In particular, when no better ideas suggest themselves, I would recommend Navigate, Bureaucracy, Endurance, and Survival. Streetwise, Track, Seamanship, Boating, Ride, Stealth, or others might be appropriate as well depending on circumstances. Basically, think of the four biggest obstacles to overcome, find the appropriate skill for dealing with those obstacles, and make those the skills that are checked. The good thing about doing this is that whenever the PCs fail a roll, you'll know exactly what obstacle is slowing their progress down, instead of having to make stuff up off the cuff. Are they failing their Bureaucracy checks? Clearly, their camp is disorganised, and packing things away, getting everyone ready to go, making sure all the chores have been done properly, etc. takes forever.

The final result of the test tells you the pace of travel - 150% means you travel 150% your normal speed (The base for travel per page 69 of Mythras is 3 km/h for a normal marching pace or 5 km/h while riding horses). 25% means it takes you four times as long to get there. Survival rules in case you run out of food or encounter bad weather are on page 82.

I roll for random encounters on each leg (landmark to landmark) of the journey using an encounter grid, and I use my reaction roll system for weather for each leg as well (weather effects are on pg. 85 of Mythras). If these are too D&D-esque for you, in the past I have used a die drop map and you might prefer something like that to determine random encounters and terrain the PCs see around them.

I haven't playtested this system yet, but it's cobbled together out of bits that I have playtested previously, and I'm curious to see it at work in the Dawnlands campaign I hope to run later this year. If you give it a try before then, let me know how it goes for you.

2 comments:

  1. You should offer some of these to Loz - they're working on a rules companion.

    ReplyDelete