No Empty Spaces

An encounter table, but for small, interpersonal narrative encounters rather than fights or treasures.

In a lot of fantasy adventures, vast swaths of the world could be thought of as liminal space. Overland travel is often about calculations and logistics, but the actual act of travelling tends to casually encompass dozens or even hundreds of hours of the player characters’ lives.

One way that hex crawls (and most of the common advice around them) attempt to mitigate the boredom of overland travel is by putting something intriguing in every hex on the map. But surely that isn’t the only way to make our fantasy worlds are big, or to make stories still happen in the empty or transitional spaces throughout them.

So if a dense forest or a mountain pass is equivalent to an empty hallway in a fantasy adventure, why should it only contain monsters, loot or nothing at all? In the real world, liminal spaces pace our lives; hallways between rooms and streets we walk home down give us space to think, observe, and process. In fiction, liminal spaces are opportunities for more introspective and personal storytelling.

You can think of this as a storygame designer trying to put his spin on a hex crawl encounter table. I tried to write options that invite play around party dynamics, character backstory, and even game design itself.

Travel Encounters

  1. Nature — GM: Share a favorite poem of yours about the landscape in which the party is travelling. Invite players to share anything that inspires them as well, or any material they’re using to help them visualize the world, including specific artwork from rulebooks.
  2. Boredom — “Your wounds are bandaged, your weapons polished, and your belly full. There is time yet before you must sleep, and boredom sets in. What hobby, craft, or idle thoughts do you spend your time with?”
  3. Camp — “Despite your best efforts, you can’t seem to find a decent spot to camp for the night. What makes your surroundings inhospitable? Do you press on until later than you hoped in search of a better respite, or do you cut your losses and make the best of what you can find when night falls? How does a less comfortable night’s sleep affect everyone’s mood?”
  4. Friendly competition — “Never have you happened upon a more perfect spot for one of your favorite games. You can spare a bit of daylight, why not have a match? Who proposes the game, and what sort of game is it? Come up with a way to determine who wins and play it out.”
  5. A conversation — “There are far too many hours in the day to spend every one of them on talking, but the silence can become unpleasant in its own way. As the day wears on, which one of you feels the need to start a conversation? Do you have something you actually want to talk about, or do you just want to fill the silence?”
  6. Small things — “When you break for food, someone’s pack tumbles open. Whose was it? As you put things back together, you consider how you’re distributing the burdens you carry. Who carries the most? Whose supplies dwindle, and whose are untouched? Redistribute as you like.”

Additional Options

When an option on the above table has been rolled, swap it out for one of the following before rolling again for another travel day.