Party was traveling from the metropolis to the temple, by way of the capitol. I made these rules:
To travel between two fairly distant locations, use a Travel conflict. This conflict structure surrounds the normal phase structure. After each action, drop back into the Adventure phase. Every action takes a turn. When the conflict ends, mark off a turn as usual for a conflict. On a successful Defend, the party may drop directly into the Town phase unless the GM says there are zero available Towns. The party may spend 1 Maneuver success to drop directly into the Camp phase with a +1 on the roll.
Weapons for Travel
Civilization: +1D to Maneuver or Defend
Rest: +1s to Maneuver
Off Trail: +1D, +1s to Feint; -1s to Defend
Horses: +2D to Attack
Maps: +1D to any action (choose up front)
Attack, Feint - Pathfinder
Maneuver, Defend - Survivalist
Order of Might starts at 1.
Length: long, super long
Danger: routine, hazardous
Unknown: untraveled, untravelable
Nature is 10 - niceness.
Inns and towns: some, many
Roads: trails, roads, active roads
Civilization: not yet tamed, tamed
GM guidance: depleting party disposition - what happens to make the party lose supplies, morale, or health? increasing opposition disposition - what happens to make the journey take longer than expected, the party be further from their destination, etc.? Maneuver - what’s more difficult now? Dropping back into the Adventure phase - what did the players and GM just describe? Figure out the next obstacle based on that, this should usually be something they have to deal with rather than going directly back into Travel. Continuing the conflict - whenever the players want to Travel rather than something else. Suggested compromise for player defeat: you didn’t get to your destination because here’s a lucrative side quest.
One scripted action at a time. Everyone acts. If someone is knocked out, they are fed up with traveling and their actions basically don’t help.