My group is soon going to be headed to Kush and the Black Kingdoms, and probably some of the western ocean as well. We want to add a bit of a hex crawl and resource management aspect to things, as a change of pace from the current “start in the moment” and “point and click travel” we have been doing.
Borrowing a bit from Pelgrane’s rules for Expeditions in Trail of Cthulhu, my plan is to use a Travel Pool that represents food, supplies, wear and tear on gear, the goodwill and abilities of hired help, and other travel considerations.
This pool can be filled by spending gold in civilized places (at a rate between 2-6 gold per point, depending on location) to resupply, or by foraging, finding fresh water, in game bartering/negotiations with locals, and other similar things in the wild.
We’ll be using a hex map with 6 mile hexes and three travel speeds (cautious, normal, fast) as well as a Resting speed. Depending on the terrain the group can cover a different number of hexes per day at each speed. The speed also effects what sort of keyed encounters they see. Some stuff you need to move cautiously and explore the hex to encounter.
Travel along roads, rivers, or wherever there is an obvious landmark they can use (peak in the distance) simply costs 1 Travel Point per hex moved. In all other cases, it costs 1 Travel Point per hex but the group must also make a Survival check (the Travel Pool can be used like Momentum here) with a difficulty set by the terrain or risk becoming lost (d6 roll to see which hex face they leave from).
I’m still hammering out the travel speeds as well as how many points are refreshed for things like finding fresh water or spending s day foraging.