Before you put together another traveling adventurer with worn down bootheels and a cloak that's just getting ragged around the edges, take a moment to consider just how many reasons there are to be on the road. Because a lot of us only seem to think of the same handful to be from home when the plot thickens.
Also, road is sort of a loose term in this instance. |
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Professional Reasons
The most common reasons you find PCs located far away from home when we first meet them is because they're looking for work... but that work is almost universally A) as a wandering sellsword, or B) as a traveling bard.
And there are some characters who tend to be a bit of both. |
While there's nothing wrong with either of these reasons (and you can improve them by lifting some content from 100 Random Mercenary Companies as well as 100 Fantasy Bands by yours truly if you'd like), there are so many other options out there!
For example, consider the fantasy teamster. With her wagon and her mule she runs goods all over the region, and any trouble she meets out on the road gets a quarrel between the eyes from the crossbow she keeps locked up by her seat. Traveling peddlers, river boatmen, and sailors can also fall into this category. Or consider the barber surgeon, who can cut hair, stitch wounds, set bones, and pull teeth, but who tends to make rounds to a wider area in order to help as many people as possible while collecting modest fees. There's the treasure hunter who's always looking for that next big score, the forest ranger acting as a freelance guide, the cartographer who is making new, updated maps of the region, and the historian who's attempting to piece together parts of the past to provide a window onto what came before.
The key for characters who are traveling for professional reasons is that you need to give them a pressing enough reason to be on the move, but not something so pressing that they end up ignoring the adventure hook in favor of their personal travel plans. If the drunken master monk is a roadie/bodyguard for touring musicians, for example, you don't want them to be so committed to that role that they refuse to go check out the troll caves, or to stick around and help protect the town against bandit raids.
It's all about balance, and flexibility.
Personal Reasons
Much like the above section we see plenty of personal reasons for travel among PCs... but a lot of them tend to fall into the same, very broad categories. The most common examples I've seen of this are, A) Looking for revenge, B) Running from debts/commitments C) Some kind of rite of passage.
You met a man with three fingers on his left hand? Which way did he go? |
Again, because I cannot stress this enough, there is nothing wrong with those reasons. They're old fall back positions, the same as the paladin that's a knight in shining armor, or the wizard that's an old gray-bearded sage. But they aren't the only options you have, and you can get a lot out of stretching your creativity in this case.
For instance, is your character having a mid-life crisis, so they decide to leave behind a steady trade or a growing business to go out and make their name as a hero? Are they hounded by visions and prophecies, driven toward certain places by the will of inscrutable gods (whether or not they're divine caster classes)? Did they want to get out of their small town to see the world before settling down to have kids? Are they looking for a long-lost friend, family member, or rightful owner of a strange ring they found that draws them on like an iron filing to a lodestone? Are they a really dedicated foodie determined to try all the strange dishes and unusual customs found in 100 Fantasy Foods?
There are hundreds of different reasons someone might find themselves on the road, far away from home. The advantage of personal reasons to travel, though, is that a good GM can take them, and weave them into the ongoing plot in order to hook a PC into said plot to satisfy the player's personal arc. Whether it's deciding to Don Quixote their way through a goblin siege on their old plow horse, or traveling to the capitol to taste the finest viands while also solving the murder of the duchess, players with personal reasons to be out and about can often be easily directed toward the plot with a dangling carrot.
Additional Resources and Inspiration
If you're going to be running a game that takes place out in the open world, and your PCs are going to be doing a great deal of traveling, then I would suggest checking out some of the following supplements for extra inspiration!
- 100 Random Taverns: One of my bestselling supplements, it's gone Electrum at time of writing. Whether you need a sports bar hung with regalia of tourney knights, a clockwork brewery, or a hole-in-the-wall run by kobolds, this supplement has you covered!
- 10 Fantasy Villages: Whether you need a place for your PC to be from, or you need unique locations for the party to stop in, this supplement has everything you need. Maps, histories, rumors, notable places, NPCs, and more can be found between these pages.
- 100 Encounters in a Fey Forest: Traveling through a fey forest is a unique kind of danger... people who are actually from such places might be seen as touched in the head by the rest of the world. For those looking for specific lists there's both a Pathfinder Classic version as well as a DND 5E version.
- 100 Encounters For on The Road or in The Wilderness: From road construction, to guard patrols, to mating wolves, and strange discoveries, there's no reason your PCs should ever have a dull moment when getting from point A to point B. And like the previous supplement this one comes in both a Pathfinder Classic version as well as a DND 5E version.
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