Weaving Stories
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28 July 2025
Making camp
Hiroshi Yoshida - Camping, Kitadake and Manotake 1928 (public domain)

Some thoughts about travel in old school RPGs. This is part of my work on my own homebrew rule set. I wanted something that captured a little of the risks and discomforts of roughing it in the wilds; made proper preparation for a trek in winter vital; led to interesting choices; and, crucially, was very simple at the table.

As the party travels they keep their eyes open for a good place to stop and make camp. If the party has sufficient equipment for the current weather they always find something adequate.

For example, on a dry summer’s evening all they need are cloaks to wrap around themselves. Or even a cold snowy night in winter: if they have an insulated tent and blankets we can assume they are fine.

However, if their equipment is inadequate, roll for campsite. Add 1d4 to the pool for each of these problems (and perhaps others I didn’t think of):

ProblemMitigation
ColdBlankets or tent
Freezing coldBlankets and well insulated tent
Rain or snowWaterproof tent
SandstormTent
Flash floods / bayouRaft suitable for sleeping on
Biting insectsn/a
Stifling humidityn/a
Scorching heat (if looking for shade during daylight)Tent, portable awning

If any 1s are rolled they have not found adequate shelter. The party then has three choices:

  1. Sleep badly – at a minimum, each member of the party takes 1 fatigue. However, the GM will also apply effects as dictated by the fiction. e.g. if it is freezing you may be in danger of death.
  2. Go to the old castle – the GM will offer you shelter that the characters previously avoided due to its risky nature: an old ruin with a skull on a spike, a dark hole in the ground, an ordinary house when you are trying to pass incognito.
  3. Push on – you can travel on for another stage and then roll for a new campsite (incurring the usual penalties for a forced march - in my system, extra fatigue).

Commentary

So obviously many problems you might run into are resolved by just having a good quality tent. Still, this can lead to interesting situations if the party’s equipment is damaged or stolen; if they have to skip town without adequate preparation; if they are just flat broke, or if their greed compels them to leave the tent behind in order to carry more loot. For this to have impact, tents should be bulky - take up several slots.