Several blogs written by much more clever people than myself went up over the past few weeks (links after the break), talking about "hex crawl" gameplay. Hex crawling is a mode of Dungeons & Dragons play that has its roots in other, older games and which gets carried forward into modern D&D as a vestige - an idol of the past to be acknowledged but not utilized particularly well. The gist is players are given a map broken out into hexes. They decide how far they want to move in a day, pick a destination within that, and move to the hex the destination is in and hope to find adventure along the way. If you ever delighted in getting lost on the overworld map of a video game, poking into nooks and crannies, the hex crawl conceptually is meant to recreate that feeling.
Building off some prior work for an aborted 5e D&D campaign, I created travel mechanics for my Beyond the Wall game with the help of one of the players in the game. I told myself to try and use this space to share some of the work I've done and this seems like a good time to do so.
Hopefully those of y'all looking to spring board your own travel rules in your own tabletop games can find something useful in here!
