Time and Travel System
This campaign uses a lightweight travel procedure to keep overland exploration meaningful without slowing the game down.
It is designed to work together with the Fuel Management System so travel decisions affect both time and resources.
Core Idea
Travel is measured in Travel Turns instead of tracking every hour in detail.
A Travel Turn represents a meaningful chunk of movement and whatever comes with it.
Travel Turn Scale
The default scale is:
- 1 to 3 hexes traveled = 1 Travel Turn
- 4 to 6 hexes traveled = 2 Travel Turns
- 7 to 9 hexes traveled = 3 Travel Turns
Always round up.
If the party travels at all, it costs at least 1 Travel Turn.
How This Connects to Fuel
In practice:
- the group chooses a route and travel stance
- the travel system determines how many Travel Turns the trip takes
- the fuel system determines how much fuel that movement costs
- complications can increase time, fuel cost, or both
This means route choices and travel pressure matter in more than one way.
Default Stance Rules
For the clearest default, use these stance rules.
Careful Travel
- uses normal fuel cost
- favors caution and lower risk
Normal Travel
- uses normal fuel cost
- has no special modifier
Hard Push
- uses +1 FU per hex traveled
- carries more risk and more resource pressure
Travel Procedure
When the group travels, the process is usually:
1. Choose a Destination and Route
Players decide where they want to go and how they want to get there.
That choice matters, because different routes can mean different terrain, different dangers, and different opportunities.
2. Choose a Travel Stance
Each leg of travel uses one of three stances.
Careful Travel
- more cautious
- better for avoiding danger and spotting trouble
- useful in risky or unfamiliar territory
Normal Travel
- standard pace
- no major bonus or penalty
Hard Push
- used when the group wants to move quickly or escape pressure
- usually comes with more risk or more resource cost
Hard Push is also the stance most likely to increase fuel use.
Explicit Fuel Examples by Stance
Assume a vehicle with Fuel Cost 1 FU per hex and no terrain modifier.
Traveling 3 Hexes
- Careful Travel: 1 Travel Turn, 3 FU
- Normal Travel: 1 Travel Turn, 3 FU
- Hard Push: 1 Travel Turn, 6 FU
Traveling 5 Hexes
- Careful Travel: 2 Travel Turns, 5 FU
- Normal Travel: 2 Travel Turns, 5 FU
- Hard Push: 2 Travel Turns, 10 FU
Traveling 3 Hexes in Rough Terrain
If rough terrain adds +1 FU per hex, then:
- Careful Travel: 1 Travel Turn, 6 FU
- Normal Travel: 1 Travel Turn, 6 FU
- Hard Push: 1 Travel Turn, 9 FU
Travel Costs
Travel can create costs depending on the route and the stance used.
Possible costs include:
- fuel use
- extra wear
- lost time
- supply pressure
- strain or complications
If the campaign is using the fuel rules, this is when those costs are applied.
Meaningful Results Per Turn
A Travel Turn should produce at most one major result.
That result could be:
- a hazard
- an encounter
- a discovery
- an opportunity
- a complication
- or simply smooth progress
Not every Travel Turn has to trigger a big event.
Side Activities Cost Time
If the party stops to investigate, scavenge, explore, negotiate, rescue someone, or chase a side objective, that usually costs:
- at least 1 Travel Turn
Bigger side activities may cost more.
What This Means in Play
This system is meant to keep travel focused on choices like:
- which route is safer
- whether to move cautiously or push forward
- whether to spend time on discoveries and opportunities
- whether the group can afford the fuel, risk, or delay
Why This Rule Exists
This system is here to make travel feel important without turning it into constant random interruptions or hour-by-hour bookkeeping.
It helps travel stay:
- clear
- fast
- risky when it should be
- and shaped by player decisions