Cars, trains, planes and jump ships Contents

Any era

Cars, trains, planes and jump ships

Journeys timed by the hour and paid for by the engine: every way of travel, its fare, where it can go, nights on the road, and riding along in a party.

Journeys by the hour

In a present-day or science-fiction world, a journey is timed by the way you take it, and the engine takes the fare from your purse before the scene is written. A 200 km drive is an afternoon, not a week of camps. Engine

The ways a world starts with

WaySpeedRuns
Car80 km/hOn roads
Bus50 km/hOn roads
Train120 km/hBetween towns with a station
Plane750 km/hBetween capitals with an airport or spaceport
Ground car (sci-fi)140 km/hOn roads
Maglev (sci-fi)450 km/hBetween towns with a station
Shuttle (sci-fi)1,500 km/hBetween capitals with an airport or spaceport
Jump ship (sci-fi)8 hours a jumpBetween worlds
The first four are a present-day world's; the last four a science-fiction world's. Both also walk, at 4 km/h. A builder can rename, retime or replace any of them.

A fantasy world that hasn't set its own ways travels as it always has: on foot, riding, or by ship between harbours. See Travel and time.

Fares

A bus, train, plane, maglev, shuttle or jump ship has a fare: a flat part plus a part per 100 km, in the world's own money and at the price level of the town you leave from. A car of your own costs nothing. Engine

WayFlatPer 100 km
On foot, car, ground carfreefree
Bus26
Train312
Plane405
Maglev (sci-fi)38
Shuttle (sci-fi)604
Jump ship (sci-fi)400none
Out of the box, in the world's money:

The storyteller never charges the fare itself. If a ticket was already paid in the scene, it counts, so nothing is charged twice. A fare you can't pay means the trip goes by the fastest free way instead.

Where each way can go

  • Roads: both ends within 10 km of a road or a town.
  • A train only runs between towns with a station, the ends of a railway on the atlas, and a plane only between capitals with an airport. A trip by train to a town without a station is refused, so you drive or take the bus.
  • A jump ship flies between the world and its planets, moons and stations. A shuttle also hops up to a station or moon in orbit. Neither goes through a gate.

How long it takes

A trip's time is its distance at the way's speed, plus boarding: half an hour at a station, two hours at an airport. For example, by the defaults:

  • 200 km by car: about 3 hours.
  • 200 km by train: about 3 hours, boarding included.
  • 3,000 km by plane: about 6 hours.
  • Any jump: 8 hours.

Short trips inside a city are told in minutes, not hours.

A trip longer than a travel day stops for the night: in hotels or inns when it goes by road, rail or air, camping only when the route really is wild, and aboard on a jump.

Taking a trip

  • On the map: pick a town and "How to go" lists every way that can make the trip, with its time and fare, or why it can't. Walking is still the map's own march.
  • In the story: say how you go ("I take the train to Harmah"). The storyteller picks the way and the engine checks it against the map. The line under the scene says how far, how long and what you paid. Storyteller

In a party

Party members ride along by the leader's way. Each pays their own fare if they're online and can; otherwise the leader covers them while the leader's money lasts; otherwise they stay behind. The party chat says who paid for whom. Engine

How locals get about

A world has a line on how its people travel ("Most people drive or take the bus…"), and the storyteller reads it, along with where trains and planes go from your town and what they cost.