|Faerun 3rd edition around 1372 DR (Dale Reckoning)|
When developing the King's Festival campaign I learned how to implement a world map and I think that knowledge will serve me well for Farlong and Away as well. While I could use an Overland Map as was done in SoZ, I generally prefer world maps. Some features I intend to provide in the travel system:
- travel should take time depending on the distance
- area entry points should be determined in part by the direction the party is coming from
- once the party has been to a travel location they should be able to return in case they left something or someone behind or want to explore an area more completely
- there should be some risk of encountering wandering monsters while traveling
- a party member being dead should not prevent travel, that way the party member can be taken to a temple to be resurrected
I intended to implement all of these features in my incomplete Gems of Power campaign and since I had completed most of the travel scripting I think I will be able to adapt it fairly easily to this campaign.
What I really enjoy about using a map though is that it guides your research into areas that the party is likely to be near and in that way helps to anchor the adventure in the Forgotten Realms. The Grand History of the Realms and Forgotten Realms sourcebooks provide many hooks that can be explored and exploited. For the Farlong party there should be many opportunities for exploration and questing as they make their way from their home in the heart of the Chondalwood westward through Cormyr and the Western Heartlands to the Sword Coast.