@kermit-- How about the fact that your character will be weaker overall (lower stats, less experience, etc.)? Or how you have to physically travel to your destination before the marker becomes available (except for cities and a few exceptions)? Or the simple fact that you'll miss out on quests, characters, dungeons, settlements, loot, and the sense of exploring a gorgeous world? Does any of that do anything to balance fast travel? Because on my first character, I used fast travel, and I never got past level 10 and was completely clueless about stuff like A Shadow Over Hackdirt.
I think you should be addressing
me, but whatever. Anyway...no, they don't. Locations may certainly only be FT'd to after you've physically found them, but not only is returning to them going to be a snap from then on out, but so is getting back to other, presumably safer, civilized places where you can recuperate and sell your schwag. Oblivion's Fast Travel easily eliminates the challenge of braving a trip back to safety after you've been especially battered, and removes the importance of coming prepared, considering how using it has no consequence. Eliminate the risk, lessen the impact of the reward. Considering stats, questing is something that should be done regularly, and ideally should encourage you to go off the beaten path and be challenged enough to gain sufficient skill increases and level ups (which is what the Radiant Story system is advertised at aiming to do, anyway). If you hit a wall because your stats are too low, that's not a counterbalance against fast travel, that's more a point to tell you to slow down and get yourself up to snuff before tackling whatever just whipped you (by...doing more questing and exploring. Intelligently).
Real methods of counterbalancing FT relies on preserving what's already present in normal travel: hostility. I get that nobody wants to constantly backtrack through familiar areas; hell
I don't want to do that either (
Morrowind has not aged well for me because of that). But that's no excuse to strip away the game's challenge like OB's FT has done. Enemies and the world itself should always be a concern. And the best way to keep the challenge while removing the tedium of normal travel is through a system akin to Fallout 1 and 2, with random encounters, combined with areas of the map that are notably more dangerous than others.
:whisper: Oh, and Shadow Over Hackdirt can begin in Chorrol. Just so you know.