Re: Distances? Trave Rates!

From: bethexton_at_...
Date: Wed, 31 Mar 2004 23:08:26 -0000

Nice, thanks!

I seem to recall that RQ3 had tables as well....30km/day normal, 50km/day forced march seems to come to mind.

For what little it is worth, I'm fond of the "league" as a unit of measure. The modern league is three miles/five kilometres, or about what you walk in an hour. So one league away = 1 hour walk away. Very handy in game terms.

Also, "seven leagues" comes up in old stories fairly often, and my understanding was that was considered roughly a days travel. So the seven league boots that took you seven leagues at a step took you about a days travel. (7 leagues = 21 miles = 35km)

Note that this rate makes the marathon a little more than a normal days travel.

My rule of thumb is that in good land where the danger level is not excessive, villages will be about a league apart (since walking more then half an hour to the outer fields--longer driving oxen no doubt-- makes it worthwhile building something closer). Someone living in old agricultural areas of europe could probably check those distances more accurately.

--Bryan
>
> "Easy: The best (and rarest) of circumstances, such as a straight,
> level Roman road with a gentle breeze at the characters' backs":
25
> miles/day on foot, 30 on horse, 15 by wagon.
>
> Light (good weather, good medieval road): 20 miles/day foot, 25
horse,
> 10 wagon.
>
> Medium (typical conditions: rocky, rutted road, or good road in
bad
> weather): 15 miles/day foot, 20 horse, 8 wagon.
>
> Hard (typical road in bad weather, or "unescorted travel through
the
> wilderness"): 10 miles/day foot, 12 horse, 3 wagon.
>
> Very hard (blizzard or hurricane, or horrible terrain such as a
sloping
> rock field): 5 miles/day foot, 3 horse, not at all by wagon.
>
> Terrible ("one does not usually travel under such conditions, as
> fatalities can result"): 2 miles/day foot, 1 horse.
>
> If I recall (from elsewhere), the horse times aren't significantly
> longer than foot times since the horses' *real* purpose (for steady
> travel) is to take loads off the travellers; they also need to be
> grazed. (The Ars Magica rules take this into account in
their "fatigue
> levels", which I've excluded from this summary; in brief, you get
die
> penalties due to fatigue, which increase as travel conditions get
> worse.)
>
> Whether or not they're "realistic", I've found them to be good
rules of
> thumb for gaming purposes.
>
> -- S. Ben Melhuish
>
> --
> Means and Ends, a Nobilis series
> http://pile.org/means/

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