AddThis Social Bookmark Button
Dream Weaved Worlds       News      Resources        Maps        Tiles        Worlds        Forum        Links        Contact
Which part of DWW are you most interested in?
Endless Dungeon
Tiles
Maps
Worlds
Resources
  
Free polls from Pollhost.com
Like this website?
Support it!
-Ships, boats: To cross a large body of water, ships are usually the
fastest way unless you can fly. Chances are tough that you’ll have ships
and boats in your game tough. Here’s a few way to restrict or keep
control if the player wants to use them. The biggest ships often cost a
lot of money to come onboard and are usually restricted to certain
ports; also, they need a certain crew amount to be effective. If the
players own a ship or hijack one, your chance to stop or slow them
might be to have pirates, naval authorities or sea monsters to attack it
or put on storms and reefs in their course. For small boats, strong
currents or high waves can do the job.

-Riding dragons or other flying beasts: As with mechanical flying
transports, these beasts can get your players almost anywhere really
fast. If you need to restrict or stop them here’s a few ways: These beast
might cost a lot to train and the fees to ride one could be high. Also, as
with any animal, they can be unpredictable and could refuse to
cooperate or even attack their rider. A good dogfight against other
flying beasts or air transport could also create intense emotions and a
hard landing.

THINGS TO SLOW, BUT NOT PREVENT
-Heavy burden:
If the players carry loads of treasure or equipment,
they will probably be slowed down a lot unless properly equipped to
carry them. Also, a fully loaded cart or person might sink deeper into
mud, sand and snow. Also, a fully loaded cart of treasures will catch the
eye of highway bandits much more than a cart loaded with straw.

-Carts on rough terrain: A wheel can break or a passage can be
impossible to cross with a cart unless cleared of rocks or logs.

-Rough, uneven terrain: Most mounts and person will be slowed
down by rough and uneven ground. Depending on the terrain features
they might either take a long time to cross risking injuries or breaking
their equipment or have to avoid the strait route in favor of a slower but
safer way.

-Swamp: In swamps, you’ll probably have to abandon heavy burden if
you want to be able to cross it, some mounts might also refuse to go or
sink in the mud. You’ll probably have to make many detours to reach
your destination if you want to avoid the deepest areas.

-Dense forest: A dense forest prevents carts to go in unless a road
crosses it. The characters will also probably have to carry sharp
weapons or tools to hack their way trough. Since the sun is hard to see
in dense forest, orientation can also be very confusing.

-Maze: If the only to get somewhere is to pass through a maze, the
players will probably be slowed down a lot unless they have a map or
mark their path.
Page 1, 2, 3, 4, 5, 6, 7