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- Nov 4, 2017
I would caution against teleporters for fast travel. unless its a teleporter between two craggy-ass nowheres, or has some serious limits, immediate travel between two points is going to change your world drastically. I would personally have the players discover shortcuts like stairways or airshafts.What's the proper way to run a hex crawl, especially over repeated areas, without it turning into a tedious, pointless slog? And how do you handle transport options inside dungeons?
I can kind of make it work with roads. I ask where they're going, if they're sticking to a marked path. Roll random encounter, say they follow the road without issue, done. And sometimes I ignore the random encounter roll.
The problem I struggle with is anything beyond that. A common thing I see is "If the party searches this hex, they find X". The problem is, X can be anything from a hermits hut to a treasure chest. I don't know about you, but 6 miles is a large place to search, and especially if it's untamed woodland. I've seen a couple of OSR adventures where hexes can have multiple villages, roads, and encounters for each hex. Yet most OSR/old school guides have one feature per hex.
Making this worse, many of the adventures I'm considering have a central location the PCs return to between dungeons, meaning they'll be retreading the same three or four hexes multiple times. Likely twice per session, if not more.
This is just the start. There's a lot of edge cases I'd like to ask about, but most would have to be rulings made at the table. But there's one constant. I don't think designers fully grasp how big six miles is.
A related problem I've run into in my current campaign is teleporters. In one adventure I'm considering, a reward for some dungeons is access to a teleporter, basically allowing fast travel. This is a neat idea but I struggle to make it work. In Abomination Vaults, many floors have teleporters that can be restored with a ritual. The problem is again the repetition. I've taken to skipping travel and just having them arrive at the most recent floor they've unlocked and only narrating when they roll a random encounter.
Gygax stresses the importance of having travel taking consistent levels of time in-game. The caveat to that is that doesn't mean every single triple should take the same time. GM should lengthen or shorten it, but they should do so INTENTIONALLY. Travel God puts the wind at their back, forest god causes them to get lost, waylaid by bandits, step through a Feywild portal, etc.
That doesn't mean you can't abstract it and just say "Ok you journey for a week and you're back at the dungeon" but use that sparingly. Even if you've got no plans of letting anything waylay the delve, still do some behind some screen rolls and scribble some notes so it LOOKS like something is happening. But again, even if you're just narrativing an uneventful journey, add some details. "You journey a week through storms and arrive back at the Lair for the Grundle", "Three days of pleasant weather brings you to the gates of Negrotonia","It is a melancholy 10 days that takes to journey the entire length of the ancient battlefield of the giants under the solemn, silent watch of long forgotten monuments as weatherbeaten as the mountains that support them. Whisps of mist and spirits dance in the gloaming darkness beyond the warm light of your campfire, watching eyes glint far away in the darkness. The rusting, crumbling signs of war long ended and forgotten line the road, the wind whipping over them seeming to carry the songs and stories of the fallen. You passed a trade caravan with barely a word, no one seeming to want to interrupt the cthonic silence that hung thicker than the fog that seemed to always fill the valley. But now you emerge between the well-eroded statues that mark the other end of the path, and find yourselves..." though that one feels like a waste to just narrate through with nothing happening
For searching for things in an area, I use a deck of cards instead of straight random encounters. This is not an exact science I've perfected yet, but I love how it works were EVENTUALLY they'll find the goal, they don't have the same encounters every time, I can adjust "difficulty" by adding/removing cards, and have things like "trained characters draw twice". Or if you don't want to give them bandit encounters, etc you can just pull cards to figure out how long the party hacks their way through the bush.
But
As @White Slaad mentions, what you should be doing is adjusting the travel so that party can see and feel their effect on the world. Saving King Fuckmeyer IX from vampires means now instead of bandits on the road they met by a friendly militia patrol who greet their King's saviors with a hearty 'huzzah!'. Saving the local Winery means narration should include more caravans/traders on the road showing that trade in the region is returning, etc.