There’s an article on AngryDM that discusses the tradeoffs between traveling fast and traveling cautiously. This might be a good place to offer some interesting choices or hard bargains, if the party wants to Undertake a Perilous Journey and move stealthily though a dangerous place, or try to go quicker at the expense of caution. Any ideas?
There’s an article on AngryDM that discusses the tradeoffs between traveling fast and traveling cautiously.
There’s an article on AngryDM that discusses the tradeoffs between traveling fast and traveling cautiously.
If the characters want to go faster, don’t allow scouts. Disallow Trailblazers if they want to be slow and cautious. Spare players can Aid the lone Trailblazer/Scout (or Quartermaster). How’s that?
I think it should be up to the players to explain in the fiction how they want to travel. If you offer them the choices, they’ll feel compelled to take one of them, rather then what they wanted. (doesn’t mean they will, but they are compelled to.)