Travel
Whether moving from town to town in looking of work, exploring the wilderness in search of ruins or hunting a fugitive across the desert, travelling can be a significant part of any adventure. In Over Hills, Under Trees there are three ways to deal with travel.
Travel as Narrative
If the travel is going to be uneventful, you can simply skip over it with some brief descriptions. Travel montages are a time-honored tradition after all.
A Troupe travelling on the road between two nearby towns isn't likely in much danger, so the travel can just be narrative.
Travel as Free Play
If the travel is going to a somewhat eventful, but not dangerous, it can be free play. This is option is useful if the adventurers are going to make action rolls as they travel.
Pioneers searching the wilderness for ancient ruins may not be in immediate danger, but they may need to make action rolls to navigate the terrain and find clues, making travel free play.
Travel as Quest
If the travel is going to be dangerous, it can be a quest in and of itself.
Mercenaries hunting a fugitive wizard across the desert will may need to survive the harsh conditions, fight creatures and avoid lethal traps set by their target, making travel a quest.