Managing long distance travel - question and discussion

Game Master Tips

I am approaching the seventh session of a Colossus of the Drylands campaign, my first long foray into Daggerheart after a few one shots and a growing interest in the system, and myself and my players are enjoying it thoroughly. It’s amazing! Everyone is highly engaged with the story, and it’s going great. I’ve also been learning a lot about GMing the system, but there’s been enough gameplay now for a few interesting scenarios to arise, and one of those is long distance travel. I’m curious how others have been managing it, and any tips that you have.

The big issue I’ve noticed is that in systems like dnd, when you travel it’s assumed you manage to take a Long Rest (at least in my experience). But with Daggerheart, resting is also a chance of downtime and repair. Fixing armor, bandaging wounds, de-stressing, finishing a project, etc. When traveling, especially by mount, I’ve been in a conundrum. I don’t want the party to be able to hand-wave away the dangers they’ve faced in one location when they travel a day or two to a new place, or quickly finish downtime projects without a more suitable tradeoff. So, I’ve said that they get one short rest downtime move across the whole party, each day. Which sounds super minimal, but I view it as the party attempting to push themselves to travel without spending much time doing anything besides maybe fixing a few of the most dangerously low resources, like a player on 1 hit point.

Naturally this isn’t an end all be all, if the party says they take their time traveling that’s fine, they can rest. But of course the consequence is that the world reacts to the extra time that has passed.

I’m sure there is a smoother way I could run this. So, what have you done in these scenarios? Any suggestions?

Posted Oct 11, 2025, 7:41 PM UTC

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