Travel Simulator Level 2 Level 2

Miles
Module description

This is the Travel SimulatorThis tool is ideal for solving the scenes that occur when a group of characters travels from one place to another. With this simulator you can quickly find out how far it is, how long it will take to get there, how much supplies will cost and what possible unforeseen events will arise along the way. The most experienced Game Masters do not narrate every trip that is made, because unless something special happens on the roads, the important thing is the story and not the boring hours of travel. Therefore, this simulator helps to resolve it quickly and impartially. 

The first thing you need to know is the distance between where the players are and where they want to go. Here are some approximations:

FarmhouseEvery 2 miles
Lettle VillageEvery 5 miles
VillageEvery 9 miles
Small TownEvery 18 miles
TownEvery 75 miles
CityEvery 186 miles
MetropoliEvery 800 miles


** As a general rule, the distances between populations shown are for a conventional area of a kingdom with average population (you can increase the distance by x2 for sparsely populated areas).

The distances by sea, making cabotage (coastal navigation whenever possible) are as follows so that you can make a rough estimate in:

Distance between world ports (miles)

Cadiz

America

Japan

Madagascar

Philippines

England

Cuba

Italy

South Africa

Cadiz

-

17980

18290

8680

16120

1860

4650

2170

6820

America

17980

-

1240

13020

14260

3410

1488

20150

11160

Japan

18290

1240

-

9920

1736

20336

13950

20460

12152

Madagascar

8680

13020

9920

-

8184

10540

11160

10850

2108

Philippines

16120

14260

1736

8184

-

18290

12710

18290

10075

England

1860

3410

20336

10540

18290

-

5890

4030

8618

Cuba

4650

1488

13950

11160

12710

5890

-

6820

9610

Italy

2170

20150

20460

10850

18290

4030

6820

-

7750

South Africa

6820

11160

12152

2108

10075

8618

9610

7750

-


To calculate the distance from a character to its destination, the Game Master can make several ways of estimation:

Consider that point 0 is where the player is located. Therefore, if he wants to go to a nearby town it will be 18 miles and if he wants to go to the nearest city it is 180 miles.
- Consider stretches, with point 0 being the hamlet. For example, a character is in a village and wants to go to a city (180 miles - 18 miles = 168 miles).
- Consider the distances of urban centers from an important central point. For example, a character wants to go to a town that he knows is close to a nearby city. (180 miles + 18 miles = 198 miles)

In addition, if the characters want to go to a more distant place, the Game Master can consider how far that urban center is from them by "counting" the number of cities they have to pass before. So, to go for example to a nearby city it will be 180 miles, to a city far away from the kingdom 372 miles (distance x2), a city far away in the kingdom 559 miles (distance x3), the first city of the next kingdom 745 miles (distance x4), and so on.

For estimating river crossings, the average dimensions are as follows:

Local river
6-12 miles in length
Provincial river62-180 miles in length
National river
370-500 miles in length
International river
1200 - 4300 miles long            
If instead of urban locations, rivers or sea distances, the characters are going to cross natural terrain, we show below examples of average distances:

Ecosystems
6-9 Miles
Biomes
310 Miles
Climatology
620 Miles

This means that if a player wants to go through a normal forest, it will be 9 miles, while if he wants to go through a large forest it will be multiplied by 5 if it is large, by 50 if it is a very large forest or by 450 if we are talking about the Amazon. The same happens with deserts and other ecosystems. Every 9 miles, one ecosystem changes into another, while when we talk about biomes, we are talking about much more: changes in animal and plant species, attitudes and habits of inhabitants, etc. A change of climatology is every 620 miles and is also accompanied by different cultures, exotic cities, different races, technologies, religions, etc. Part of the database used for this module is inspired by Nazhuret's intellectual property. (Modified from Nathan Strong of The One Ring RPG). We thank him for his contribution to the community. If you want to know all the credits of this post with thanks for their authorizations and inspirational content click here Here.

How does this module work?

To use this module, simply enter the distance you have estimated, choose the parameters of the trip and click on "Simulate". The parameters to be chosen are shown below:

- Distance: If it is already known, it is enough to insert it in this field. Otherwise you will have to estimate it. As a general rule, the hexagons of a role-playing map are usually around 8-9 miles long, although you can look at the tables above and estimate distances. It is very important to give the world some dimensions, since this way it gains realism and improves immersion.

- Transport: Depending on the form of travel adopted, it will take more or less time, in addition to the costs of one or the other, which vary.

- Type of road: Below we show the types of paths that may be available. The road types apply to travel on foot. However, they can also be used for sea or air travel, representing what the environment is like. A sea or air journey during a day of rain and high winds may be impractical or wild. As a general rule the roads will be:

- Normal: which means that they are not cared for, but thanks to the fact that they are frequently used, they remain stable. These are the roads that connect villages with other villages.
- Very comfortable: means that it is well maintained and well traveled. (hundreds of people a day) are the roads from a city to a metropolis in the same kingdom.
- Comfortable: is one that is well maintained or that its traffic is so regular that it is kept in good condition. They are usually the direct roads that lead from a village to a city.
- Uncomfortable: is the one that is left and is not much traveled, usually the roads leading to villages, hamlets or hamlets.
- Impracticable: They are abandoned roads. They were once used but nowadays they have to be done on foot and make the transport of goods very difficult. They are roads that lead from one hamlet to another, for example.
- Savages: There is no path, the characters have to open them themselves by following the clearings.

Type of trip: This is the danger that the path has with respect to the characters and will represent the probability of events or unforeseen events occurring along the way. There are different types:

- Free Lands: are journeys that take place within the same realm. As a general rule, the inhabitants share cultures, customs and popular knowledge.
- Borderlands: are routes that, without leaving the kingdom, do have a strong influence from the neighboring kingdom. They are less guarded intermediate zones where you have to travel with caution.
- Wildlands: these journeys occur either outside the kingdom or in areas within the kingdom that are not monitored by the authorities. These are dangerous areas to avoid.
- Dark Lands: travel in places where the law of the strongest rules. Even well escorted travelers with companies of guards will have problems in these evil areas ruled by tyrants.

- Duration of the trip: Normal pace trips are those where you rest between 12-10 hours, with breaks to eat and regain strength. Light pace trips eat on the road and rest breaks are only 4-6 hours, which can affect the characters at the Game Master's discretion if they are long trips. If you want to know how far it is at an "Urgent" or "No rest" pace you should subtract from the normal total time 12 hours per day or 6 hours per day at a light pace.

- Additional costs: Players can choose to sleep in a backpack and eat what they hunt. Alternatively, they can buy provisions, sleep in planned inns along routes or pay a guide to help them along the way. Prices vary and are represented in silver pieces (about 3.3€ each) and copper pieces (about 0.3€ each). 1 gold piece equals 10 silver pieces and 1 silver piece equals 10 copper pieces. This is called the monetary decimal system and is the most common in role-playing games. (in D&D 1 gold coin is equivalent to 33€ approximately). If you want to know more about currencies in RPG worlds click here.

- Events: Depending on the distance of the journey and the type of travel, unexpected events may occur. These should be resolved optionally at the Game Master's discretion. When "Leader" is mentioned it refers to the character who leads the company or the most powerful one, when it refers to Difficulty Checks or Difficulty Tests, it will be at the Game Master's discretion depending on the Game system. These are usually attribute or skill checks that test the players by means of a dice roll. Events only apply to land journeys. For sea journeys you should go to the Ships module and see the possible events.

Events can be resolved one at a time, depending on which leg they are in, as the first may affect subsequent events. For example: a group encounters an herb that they confuse and use as ingredients in their food, making them sick and penalizing them in their rolls. In the last stretch they are assaulted by thieves, and being low in strength, it will cost them more than usual to defeat them.

Category

Generic Role

Tags

Simulator

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