I’ve never met a Powered by the Apocalypse game that didn’t abstract movement / travel rates. And I’m not looking to change that. Also given the overall wibbly-wobblyness of time and space, maps are low authority frameworks, rather than detail oriented representations of the most important details.
For those of use who grew up with graph paper and binders of notes, the whole improvisation nature of the game is exhilarating and terrifying. I mean…trusting players? Come on now.
Still, there’s a opportunity step for setting map scale, which is setting a default size for hex-based travel that aligns generally to movement rates. i.e. default map scale equals the default move rate for a day’s travel gets you one hex equals one day of travel. For whatever your most common terrain type is.
Bunch of system dependent movement rate standards, including for encumbrance, which like most things is also fairly well abstracted in PbtA.
Here are the defaults I use when I don’t have a system telling me what the more official travel rates are.
| Terrain | Multiplier | Distance |
| Road | x1.5 | 30km |
| Default (8 hours, cross-country, daylight) | x1 | 20km |
| Woods, Hills, or Night Travel | x0.7 | 14km |
| Woods or Hills + Night Travel | x0.5 | 10km |
| Mountains or Badlands | x0.35 | 7km |
So, the upshot is moderate scale hexes at 14km per hex, or zoomed in maps of 7km per hex scales pretty well to native move rates at the player level.