The second half is a lot like Dangerous Destinations by Nord. Symbaroum also has a lot of these ideas built into the system. I'm glad to see so much support for sandbox style gaming coming back into vogue.
Does the book focus on overland travel or is there a section for overseas or even air travel? I'm at the point in my campaign where there's a lot of island hopping as well as flying mounts so curious if this will help me filling in encounters for my sessions...
@@RyanWBLTravel on open waters was added as a stretch goal, so there is a chapter about sea travel in there! Includes changes to the base system and how it works at sea
If I had the money for this I would buy it in an instant. Those encounters seem really outside the box, and I love the distinct categories they divided them into.
I did travelling roles in my Tomb of Annihilation game something like those. In any given day, someone could row a canoe, navigate, track, forage, or locate a place of respite (a place to camp "nicely", without which they don't get the benefits of a long rest). Was super fun. That book looks great, though.
Thanks for the recommendation. This book is awesome. One of the many things I like is that it gives meaning (in mechanics) for some skills and tools which can be underutilized. The encounters are more meaningful as well - far more than many "lists" I see on subreddits and blogs. I appreciate how genuinely excited you were about this book - that spoke volumes.
Already ordered and great to see a channel like yours giving it some props. I am looking forward to my book arriving. It will also be SUPER useful for a solo play adventure. Learnt about the travel system from AiME. Great total conversion as well.
I can concur this is a fantastic supplement. I"ve been a fan of Cubicle7 stuff since they released The One Ring circa 2012. This book has provided much depth and assistance. Anyone running a sandbox game, point crawl, hex crawl especially - this is a godsend.
Sounds a lot like the Perilous Wilds. Take a look at that before you buy anything else it's one of the best supplements ever made. Not only for travel but creating settlements making ad-hoc dungeons and everything else that it covers it's awesome. A true Desert Island choice.
I’m using this for a couple of campaigns I’m running, overall the journey encounters are great, do people run random encounters alongside this? As I feel the players never really come under threat much during the journey and easily pass through to the next location easily.
I wish there was something more interesting than quartermaster. It's a hard role to fit into a game of heroic fantasy where the Druid is turning into an eagle and scouting ahead, the Bard is singing local folk songs about the history of the area to keep everyone's spirits high, and the Ranger is using their training to spot a game trail belonging to mythic beasts, it doesn't feel great to be the one that feeds the horses and hands out new shoelaces.
Even just as a book of encounters, this would be worth its price. The extra rules can really fit a wide variety of fantasy games. I'm nobody but I'd recommend it
Got this based on your recommendation... It is fantastic (and made me double check levelup5e trials and treasures). These are saving my protracted storm kings thunder game.
Oh boy this book sounds fantastic. I was gonna stick with the pdf since I almost entirely run an online game, but the physical book comes with the pdf, and well, yeah, guess I'm getting that.
This is based off their own Journey rules in The One Ring which predates Dungeon World and Perilous Wilds. The info on the roles haven't changed too much but this supplment provides a lot more than just the journey rules presented in TOR.
I’ve been largely moving out of 5e as a system for a while now (mostly burnout, but . . . other reasons . . . as well). I’d still like to pick this up.
Oh HELL yeah! I just learned about the travel rules from that lord of the rings adventure book and was MOURNING that I'd never be able to own it! But here we are!!!
Yep! I'm one of the designers and the goal was to give environments for all the main DnD campaigns. So there is underground for Out of the Abyss, Haunted Lands for Strahd, Lands of the Fey for Wild Beyond the Witchlight, and so on
Question for who owns the book: Does it cover how to really handle exploration of an uncharted land? A forgotten land, without a map! I know that "uncharted" is in the title but I always find material that consider having a map a fact.
You can use this without a map or for a hex/pointcrawl too imo! The 1st step is the PC's deciding where they need to go so you have point A and point B. This point can also be a random mark of the land or getting out of the woods or desert. Even in an unknown landscape, the PC's have to decide at least which direction they want to go and that's all you need. Because the DM will determine which region type the party finds itself in where the next encounter happens. A map or no map doesn't have any influence on it. The Outrider can actually try to make a sketch of the region with Cartographer's Tools and lower Journey Difficulty that way. Then the DM decides how long and difficult the travel will be and depending on the distance, the party will have more encounters (not necessarily combat encounters). The 2nd step is preparation but in an unknown land this can be anything unless they party has searched for clues or lore. Depends on what and how much info you want to give. During the journey (step 3) they cannot benefit from a long rest, but can make 1 short rest per journey. This adds 1 encounter and this could also be a place where they could fully stock up and rest up. Of course in an unknown land, the DM could run they find a civilized place where they can long rest as well. I think the rules are intuitive and elegant enough you can use it for journeys in metropolitan cities or wide sandboxes.@@Arsenico13
Forbidden Lands has mechanics that can be sued for Fog of War or unexplored hexcrawl. You might want to make better mishap tables because they aren’t very good ( The idea of mishap tables yes, but the content within a bit weak).
So D&D finally catches up with Dungeon World. But, It takes 300 pages to do what dungeon world conveys in 3 paragraphs? Just kidding. I’m sure there’s a bunch of good stuff in there. It seriously check out the Perilous Wilds supplement for DW ( someone else mentioned it above).
The second half is a lot like Dangerous Destinations by Nord. Symbaroum also has a lot of these ideas built into the system. I'm glad to see so much support for sandbox style gaming coming back into vogue.
This is a great book. I’ve used it for non-5e adventures as well. Conversion isn’t difficult at all to other systems imo.
Sounds like I might want to check it out it with the math converted for 3.x
Does the book focus on overland travel or is there a section for overseas or even air travel? I'm at the point in my campaign where there's a lot of island hopping as well as flying mounts so curious if this will help me filling in encounters for my sessions...
@@RyanWBLTravel on open waters was added as a stretch goal, so there is a chapter about sea travel in there! Includes changes to the base system and how it works at sea
If I had the money for this I would buy it in an instant. Those encounters seem really outside the box, and I love the distinct categories they divided them into.
I did travelling roles in my Tomb of Annihilation game something like those. In any given day, someone could row a canoe, navigate, track, forage, or locate a place of respite (a place to camp "nicely", without which they don't get the benefits of a long rest). Was super fun. That book looks great, though.
Thanks for the recommendation. This book is awesome. One of the many things I like is that it gives meaning (in mechanics) for some skills and tools which can be underutilized. The encounters are more meaningful as well - far more than many "lists" I see on subreddits and blogs. I appreciate how genuinely excited you were about this book - that spoke volumes.
Already ordered and great to see a channel like yours giving it some props. I am looking forward to my book arriving. It will also be SUPER useful for a solo play adventure.
Learnt about the travel system from AiME. Great total conversion as well.
I can concur this is a fantastic supplement. I"ve been a fan of Cubicle7 stuff since they released The One Ring circa 2012.
This book has provided much depth and assistance. Anyone running a sandbox game, point crawl, hex crawl especially - this is a godsend.
Thank you for the video, this is exactly the travel system I was looking for!
Thanks for showcasing this tool. Great find!
Sounds a lot like the Perilous Wilds. Take a look at that before you buy anything else it's one of the best supplements ever made. Not only for travel but creating settlements making ad-hoc dungeons and everything else that it covers it's awesome. A true Desert Island choice.
both supplements are worth their cost for sure. Love Perilous Wilds too.
I've got this arriving on Saturday. This video makes me feel a lot better about that!
Ordered the book. I needed something to make travel great again. Also subbed.
I have been doing the role thing for years now as a DM. It works really good. In my system I have Navigator, Forager and Scout.
Thanks for letting us know about this book. Looks amazing.
I’m using this for a couple of campaigns I’m running, overall the journey encounters are great, do people run random encounters alongside this? As I feel the players never really come under threat much during the journey and easily pass through to the next location easily.
I have navigator, sentries and what cone they're covering, quartermaster. You can have more than one character take on a roll.
This just came in. I'm looking forward to going through it. It's the first physical book I've bought for 5e that wasn't from Sly Flourish. ;3
I'm going to need to get this, I loved it with the Middle Earth stuff, so this is something that seems like it would fit well
I wish there was something more interesting than quartermaster. It's a hard role to fit into a game of heroic fantasy where the Druid is turning into an eagle and scouting ahead, the Bard is singing local folk songs about the history of the area to keep everyone's spirits high, and the Ranger is using their training to spot a game trail belonging to mythic beasts, it doesn't feel great to be the one that feeds the horses and hands out new shoelaces.
Incorporate "hunting" into this. They are to make sure there's enough food/water/rations.
Even just as a book of encounters, this would be worth its price. The extra rules can really fit a wide variety of fantasy games. I'm nobody but I'd recommend it
Now to see if I can rework those monster tables for OSR style games…
Got this based on your recommendation... It is fantastic (and made me double check levelup5e trials and treasures). These are saving my protracted storm kings thunder game.
Yea, I was interested until I realized if be paying $116CAD for the softcover after shipping.
Buy it hard cover from your local game store, they can order it from their distributor.
Looks great, just ordered a hard copy. This looks great and always happy to support 3rd party publishers, thanks for the recommendation.
Oh boy this book sounds fantastic. I was gonna stick with the pdf since I almost entirely run an online game, but the physical book comes with the pdf, and well, yeah, guess I'm getting that.
it sounds like the mechanic from Dungeon World reskinned.
and all the tables reminds me of Perilous Wilds a supplement for Dungeon World
I had similar vibes! At least with the group roles.
This is based off their own Journey rules in The One Ring which predates Dungeon World and Perilous Wilds.
The info on the roles haven't changed too much but this supplment provides a lot more than just the journey rules presented in TOR.
I’ve been largely moving out of 5e as a system for a while now (mostly burnout, but . . . other reasons . . . as well). I’d still like to pick this up.
Shall be picking this up in November, lol next payday is spoken for :')
I love this book!
I don't see the link in the notes or description, just your website
Oh HELL yeah! I just learned about the travel rules from that lord of the rings adventure book and was MOURNING that I'd never be able to own it! But here we are!!!
I purchased it based on your recommendation.
Is "Need Assistance" a variation of "Get Help" from the MCU>?
Does it have Underground/Underdark as one of the environments?
Yep! I'm one of the designers and the goal was to give environments for all the main DnD campaigns. So there is underground for Out of the Abyss, Haunted Lands for Strahd, Lands of the Fey for Wild Beyond the Witchlight, and so on
Also sounds perfect for running a solo campaign.
Alright Mike, I'll back it :D
So... Ryuutama?
Question for who owns the book:
Does it cover how to really handle exploration of an uncharted land?
A forgotten land, without a map!
I know that "uncharted" is in the title but I always find material that consider having a map a fact.
No. This book does nothing with exploration, but it does a fantastic job of handling travel.
@@geoffdewitt6845 THANK YOU so much for the reply! Ok well, I'll need to find another book/source for this thing.
@@Arsenico13 Have considered using a hexcrawl or pointcrawl?
You can use this without a map or for a hex/pointcrawl too imo! The 1st step is the PC's deciding where they need to go so you have point A and point B. This point can also be a random mark of the land or getting out of the woods or desert. Even in an unknown landscape, the PC's have to decide at least which direction they want to go and that's all you need. Because the DM will determine which region type the party finds itself in where the next encounter happens. A map or no map doesn't have any influence on it. The Outrider can actually try to make a sketch of the region with Cartographer's Tools and lower Journey Difficulty that way.
Then the DM decides how long and difficult the travel will be and depending on the distance, the party will have more encounters (not necessarily combat encounters). The 2nd step is preparation but in an unknown land this can be anything unless they party has searched for clues or lore. Depends on what and how much info you want to give. During the journey (step 3) they cannot benefit from a long rest, but can make 1 short rest per journey. This adds 1 encounter and this could also be a place where they could fully stock up and rest up. Of course in an unknown land, the DM could run they find a civilized place where they can long rest as well.
I think the rules are intuitive and elegant enough you can use it for journeys in metropolitan cities or wide sandboxes.@@Arsenico13
Forbidden Lands has mechanics that can be sued for Fog of War or unexplored hexcrawl.
You might want to make better mishap tables because they aren’t very good ( The idea of mishap tables yes, but the content within a bit weak).
Holy shit!
Just bought it… you’re a bad influence, Mike. 😂
Love it! I know what I am buying my two year old! 😂
proof that 5e 3rd party publishers can do some things better than the WotC D&D design team
Make Travel interesting? Random Tables and Encounters? Shut up and take my money.gif
*squints in 4e skill challenges*
How does this "fix" the DnD exploration? I thought the random encounters were the problem?
Unless it's a survival campaign, overland travel is very boring and... realistically it kind of should be.
tooooo expensive
....Or you could just use the stuff in the 5e DMG.
So D&D finally catches up with Dungeon World. But, It takes 300 pages to do what dungeon world conveys in 3 paragraphs? Just kidding. I’m sure there’s a bunch of good stuff in there. It seriously check out the Perilous Wilds supplement for DW ( someone else mentioned it above).
Why are you asking us? Read it and let us know.
34 Euros? Thanks, but no thanks!