Handling fast travel (flight, teleportation, etc.)

Post/Author/DateTimePost
#1

-ktkenshinx-

Aug 26, 2014 8:31:30

Hello fellow DMs,

 

I'm brainstorming through an issue and wanted some input from the boards. How do all of you deal with the fast travel options available to PCs? This includes Phantom Steed, flight or spells like Fly, teleportation effects, etc. On the one hand, these spells are a player's best friend. They get them from point A to point B rapidly, help them avoid most of the dangers on the road, and keep them on task to get their mission done. On the other hand, many adventures revolve around either the uncertainties of the road (e.g. for side quests, random encounters, and so on), or they depend on long travel times between locations. This can be a big problem for an adventure that is about a slow trek to reach an objective. The archetypical example is, of course, the Lord of the Rings and the infamous eagle question, but we all probably see examples of this in our own settings.

 

How do different DMs deal with this? Here are some options that have come to my mind in looking at this question.

 

  1. Deal with it
    Just let the players have it their way. As DMs, we should not be restricting players just because we are too lazy, inflexible, or uncreative to adapt to their different travel modes. If they are using Phantom Steeds to race around the countryside, add in some dungeon crawls and political dramas that they can't just ride around/through. That balances a PCs ability to dart around the map with your ability to give them quality adventures. Unfortunately, it will limit the sorts of quests and plotlines you can use; if they have to race to save a neighboring kingdom and get there in 4 hours, it's not exactly dramatic.
     
  2. Ban it outright
    It's your world so you can build it how you want. No teleportation circles. No flying on hippogriffs. All similar effects are just banned before hand and justified either with in-game (the magic is too powerful for mortals!) or out-of-game (makes for a less fun adventure) reasons. As DMs, we have a responsibility to usher our player through the world and build a story for them, and we should not let our story be limited by a few spells. On the downside, players might feel too restricted or shoehorned into your adventure and rules.
     
  3. Build a world where fast travel is artificially difficult
    Teleportation magic is highly unstable and has an equal chance of sending you into a wall as to your target location. The skies are filled with powerful gusting winds that blow flying characters to the ground. These artificial restrictions give players the option of using the magic with an understanding of the risks involved. It's a good balance between PC freedom and DM license. The big risk here is that players focus too much on finding ways to circumvent or defeat these restrictions instead of just accepting them for what they are. Instead of focusing on the plot at hand, they create some magically buffered airship that can navigate the gusts. Or they look for ways to stabilize the teleportation magic even if such ways may not exist.
     
  4. Add quest elements that limit fast travel
    The PCs must escort a large caravan across the wilderness. The PCs are carrying a fragile magical item that cannot withstand the teleportation currents. An evil Wizard monitors the skies with his agents, or a hungry entity waits at the borders of the planes. This framework is attractive because it gives players a lot of options but forces them to solve puzzles to maximize their power. It also leads to interesting stories and encounters that can really enhance your plotline or world. But like with the previous option, this can also be very distracting to PCs. They get bogged down trying to beat the system instead of just having an adventure. They can also feel singled out by the DM, which can foster out-of-game drama.

 

These are just a few general ideas I have had for handling fast travel modes. What do you all think about this issue? What other strategies/rules/narratives have you used in managing this?

#2

iserith

Aug 26, 2014 8:55:34

I think fly lasts 10 minutes and phantom steed lasts one hour. Teleport already comes with built-in risks for not being familiar with the area to which the caster is teleporting. On top of that, it's a 7th-level spell, meaning that's a pretty significant cost to the character to bypass dangers or save time. 

 

I see no reason to be concerned about fast travel at all.

#3

onceMoreIntoBreech

Aug 26, 2014 8:56:43

I'm not sure I understand the problem.

 

Is it that you want travel to be integral to your adventures? Is it that you want travel to be a struggle? Do you want travel to be difficult? Are characters in your world supposed to remain largely in one place?

 

Again, I don't think I understand the problem. Would you mind clarifying what you're after for me?

#4

-ktkenshinx-

Aug 26, 2014 10:45:28

Quick clarification:

 

This is mostly for campaigns with a prominent travel component. Something like: PCs start in village and then travel to capital. Then from capital they travel to ruins, stopping in different locales along the way. Shennanigans occur along the road.

 

I don't know if other DMs have had this issue, but I have found that it's very easy for PCs to bypass a lot of obstacles/adventures en route to their final objective. You can guide them back on track, but that can feel too railroaded for some players. So I'm wondering how other DMs have managed this, especially in campaigns where travel is important. It's possible that no one else has had this problem and it's just something I am dealing with. 

#5

CetteHamsterLa

Aug 26, 2014 10:56:23

THe only one I've seen so far that seems super abusable is the Shadow Monks shadow step ability.  But even then they'd either be way ahead of the rest of the group or have to slow down for everyone else to keep up.

Concievably a whole party of them would be unbelievably mobile anywhere but a desert during midday or in complete darkness.

#6

iserith

Aug 26, 2014 12:05:46

-ktkenshinx- wrote:
#7

SirK8

Aug 26, 2014 13:04:55

I would say a combination of 1 & 4. If they are using fast travel to get around then it's time to shift the focus of the campaign from "stuff happens on the road" to "stuff happens when you get there". Even at low levels I sometimes hand wave travel and just track the time that was spent to get to their destination. You could sprinkle in some quests that limit it but I would use those sparingly and have them be something significant so that the loss of their normal method of travel means something. 

#8

onceMoreIntoBreech

Aug 26, 2014 13:08:32

I agree. Sounds like mismatched expectations.

#9

Goober4473

Aug 26, 2014 14:32:40

I've found, throughout most RPGs with power scaling like D&D, at the lower power, things like "travel through the woods" is a serious challenge, and can be important as part of the story. But as you reach greater levels of power, the challenges you face are no longer that small. Getting to a palce becomes easier, if not trivial. And the story needs to adapt to that. If players can cast a few spells to gather information, ask the gods some questions, scry on the location they've learned about, and teleport there, with relatively little effort, then you just need to assume they will, and build the challenge into other parts of the adventure.

#10

Alex2478

Aug 26, 2014 16:03:22

I usually don't give the players that option.  Walking or using a horse gives me as the story teller the ability to add new plot lines along the road and intruduce new friends or foes.  I've seen a lot of people abuse fast travel like an air ship.  I'd let them do a one way trip maybe.  If you want to make the movment seem faster you can also make it a skill challenge to get to the destination.

#11

Prism

Aug 26, 2014 17:47:55

Once they have done it once, assume they will do it again and embrace it. Create adventures that are wide spread and open. Sometimes create situations where they miss encounters that would otherwise make the adventure easier. Make sure fast travel is not 'always' the easiest option - and remind them from time to time.  For example if the party is on route to a location they might encounter some kobolds on the road that can reveal (if captured) the existance of a dragon nearby, giving them chance to avoid or prepare. The party that speeds past on phantom steeds is more likely to run straight into the dragon, and ideally flee in the same manner. Also when searching for adventure sites it is usually far easier at a slower pace, especially if the location is not obvious

#12

Illithidbix

Aug 26, 2014 17:43:59

As with above advice: Telegraph it as clearly as possible. and make sure players expectations are met.

Explain at the start of the game, or earliest opportunity. And explain the reasons why.

 

e.g: "Since I want Travelling to always matter and being a big thing, I am nerfing/removing the following spells/class abilities etc. - Therefore please take other options when possible."

 

In the vast majority of players WAAAing about DM's changes, it's rarely the change itself, but rather because they weren't told in advance and it kinda appears out of no-where.

 

 

Spells are easy, there are always other choices, no biggie for players.

No class abilities spring out form the top of my head, can anyone think of any?

If some of the players don't want to play that sort of game, then the game will have problems and it's good you've found out early on.

#13

Furion_Thamior

Aug 26, 2014 17:48:29

Echoing the "mismatched expectations" line, I find that many players and dungeon masters alike should use the tiers of play to help manage expectations about PCs capabilities. Futhermore, it's actually very difficult to adjust to a slow shift in playstyle over the course of a campaign.

 

Don't want a campaign with planar travel? Stop short of 13th level.

 

Don't want a campaign with teleportation? Stop short of 9th level.

 

Want a focus on horror, travel, or grim and gritty fantasy? Keep to low-level play. Horror campaigns get shot in the foot by diviniations and true seeing, and it's hard to have a gritty feeling with raise dead around. Rather than banning these as options, just cut the campaign level progression off before these options become available. You can still use high-level threats and enemies, in fact, the game becomes much more interesting when your players have to face high-level threats without the typical high level tools. It's going to foster the kind of intrigue, exploration, and problem-solving you're looking to create better than simply taking the toys away. It's also way less offensive just to say "we're probably gonna cap the game at 8th level boys" than hand your players a list of banned spells.

 

Dungeons and Dragons becomes a superhero game past about 11th level. If you don't want Superman in your Game of Thrones, use a slower leveling curve and end the campaign around 10th level. None of the characters in Lord of the Rings were above 5th or even 8th level, after all. Just remember to discuss this with your players and set a clear expectation about the power level of the campaign.

#14

Noon

Aug 26, 2014 19:27:40

I think you have to ask yourself what traveling encounters actually add to the game.

 

If the players get to rest after the encounter, then apart from XP gained, the encounter did nothing. Unless it could actually kill them, which while okay for a freewheeling game, screws up any railroad plans.

 

Traveling encounters can either kill the players or drive them back.

 

If either gets in the way of your game why would you even want to have them to begin with?

#15

Atheosis

Aug 26, 2014 21:28:43

Furion_Thamior wrote:
#16

Timborama

Aug 27, 2014 11:24:29

You have to alter how and what you say to the PCs as a DM. You can't just tell a level 15 Wizard: "You have to get to the mountain over there! You better be quick! The princess is in danger!" When they start to cast Phantom Steed or Fly, you can't just go, "Woah woah woah there pal, you're supposed to have adventures on the road first..."

 

If you tell the PCs one thing but actually WANT something else, you're mixing signals with them. Keeping things secret is important as a DM, but as others have said, if someone has the Teleportation sigil for where they need to go, either deal with it (making the "mini encounters" afterwards instead of on the way), or move the location (you teleport to that town, but suddenly the McGuffin is in a neighboring village about an hours ride). The world your characters live in is big. As they gain new powers they should be able to USE them, which means making long trips short, or impossible trips possible. So why not make the new location on the other side of the world, instead on the other side of town? What is so critical it MUST be within horse-riding distance?

 

Plus, who's to say they can't encounter something on the fly (heh heh) after they cast a fast movement spell? Other than teleporting, they can still get intercepted, no? Besides, they need to sleep SOMEtime...

#17

DwarfLordSeven

Aug 27, 2014 21:51:38

There are always ways you can present obstacles to players travel, even as they gain more efficient means of travel....

 

If they are getting to destinations too fast, then spread the destinations farther from each other.

Maybe they need to travel across an ocean... do they want their spells to expire over the sea?

 

If they are flying over your obstacles, present obstacles that can challenge characters who fly.

They have attracted the attention of a flock of harpies, who pursue them relentlessly through the air.

 

If they are teleporting where you don't want them too, place the destination in an anti-magic zone, so they must teleport outside and then walk in.

 

Send them on adventures where their current means of travel don't always apply in the ways they expect them to....

Across the elemental plane of fire... under the sea...  on a journey to the far realm....

 

Look at their expanded means of travel as a way to present new opportunities for adventure, rather than as a way to circumvent the old ones.

#18

Thoughts_My_Aim

Aug 28, 2014 3:09:18

As other posters have pointed out, there are several reasons you might want to restrict fast travel:

 

1) Worldbuilding reasons. I have a friend who always rules that teleportation is simply metaphysically impossible in their world, becuase the worldbuilding consequences of readily accessible teleportation magic are enormous. If this is your issue, then rule that teleportation simply doesn't happen in the gameworld and have done with it.

 

2) Thematic reasons. If you're writing quest and travel fantasy then travel is important. Although again I would consider ruling teleportation non-existent in the world rather than just restricting its use by PCs. That said, teleportation actually only kicks in at around thirteenth level in 5E (it's a 7th level spell now, near as I can tell) and by RAW has a 33% chance of suffering a Teleportation Mishap when used to teleport somewhere you haven't been before, so it's much less of an overpowered option than it might seem. You could get away with running a perfectly straightforward game and just not worrying about teleportation until 13th level.

 

3) Plot reasons. These are the reasons with which I am least sympathetic. Sidequests can crop up anywhere, as can random encounters.