Nick Hendriks

Paths!

I love to categorize stuff to make my life easier when running exploration tabletop games. Today I'm thinking about pointcrawl paths and their characteristics. Three key characteristics of a path:

Cross-Examining Characteristics

Difficulty & Distance

This one is simple. A short, easy path doesn't take much time to travel, while a long difficult path will take you a while. Boom, done. This is going to be a nice short blog post.

Difficulty & Prominence

If a path is well-defined that means it is likely used frequently.
If a path is well-defined and also difficult, it means people suffer the hardship of using it for some reason; there's something worthwhile at each end, at least from the perspective of those who typically use it.
If it's well-defined and easy, it's probably connecting fundamental resources.
If it's faint but easy it's probably not very important.
If it's faint and difficult it means that SOMEONE is making the difficult journey, so it might lead to a cool secret!
This basically determines the odds that you're going to bump into the people who use and maintain this path. A prominent path means lots of people use it, so it follows that the more time you spend on the path, the more likely it is you'll bump into them.

Prominence & Distance

The prominence of a path also determines how difficult it is to follow. Some paths might be clearly marked, well tended highways, but others might be little more than game trails. A poorly marked trail presents plenty of opportunities to get lost, and the longer it is, the more opportunities to get lost.\

Special Cases

Two types of path come to mind which break the rules a bit, especially when it comes to prominence:

An Example Path

A path might look something like this:

Discussion