One of the things that game attempts to do is to have a more narrative approach to journeys. Now I know many D&D fans don't like words like "narrative" and "story" and for good reasons too. But hear me out.
What I mean by "narrative" is simply asking the question, "what effect does this journey have on the game experience after the journey is completed"?
Now, that doesn't mean we have to reduce the journey to that. AiME doesn't do that either. But I think one point that AiMe makes clear is that the journey to a place (new city/settlement, Dungeon, or whatever) affects your situation when you arrive there. Are you already weary from the trip and in a grim mood from witnessing evil acts, or do you arrive inspired and in high spirits to take on whatever you set out to achieve at your point of arrival?
Older editions of D&D actually had this in effect already since they had the action economy aspect. Do you arrive at the Dungeon with all your spells, hit points and potions intact, or have you had to spend a bunch of that stuff on the trip?
The way the 5E Long Rest/Short Rest rules work, this aspect of the game has been reduced. What doesn't quite sit right with me with this is that activities have fewer consequences. Depending on how restrictive you are with Long Rests, the PCs will almost always be at their full game at the beginning of an encounter. While this can be fun, it can also lead to players thinking that certain activities are less meaningful.
My favorite things in the AiME rules are these two things:
- The Embarkment Roll
- Arrival Roll
The Arrival roll determines the contintion the party is in when they arrive. How they handled the encounters along the way will affect this roll. I like how the game uses Inspiration as a reward for a good Arrival and Exhaustion as an affect of a poor arrival roll. I also like how Charisma/Social rolls might be improved by a glorious arrival etc.
While I like the system from AiMe, I do think it is a little too complicated for my tastes and I also think that some concepts that work well for Middle-earth might not be as appropriate for other settings.
What do you think about tinkering with rules for travel? Have any of you taken a look at the AiMe rules I'm talking about?