I'm trying to come up with some ideas to make long distance travel in my d&d/pathfinder campaign interesting and fun. Of course, we could all just point to a spot on the map and say, "we go there", but to me that defeats the purpose. This is a fantasy campaign and traveling is part of the adventure. The question is, how to make it fun.
I have a very vague idea of what I want to try to do:
Most of the action and description will not occur at a granular level. In other words, the players would travel for long periods of in game time, days or weeks, without any actual hands on action or roleplaying, but we might zoom in at some particular point to handle the more important events. What I'm struggling with is how and when to make this transition.
Here are some general reasons we might need to be hands on with the action:
-players are out of money/food, and need to solicit work in town
-players are lost in the wilderness, or are at the mercy of some inclement weather, requiring the use of survival skills.
-players are waylaid by enemies/monsters etc...
I'd like to keep things dynamic and unscripted. I was thinking of using skill checks/challenges to determine points at which a situation becomes dire. This way, the PCs could use skills to avoid trouble, but there would be points over the course of travel when we'd need to zoom in on the action.
My goal is for the players to arrive at some far flung land, with the feeling that they had in fact just completed a fabulous, treacherous adventure. I think it would be cool for a whole session to be taken up with traveling (provided that it's fun).
Input? Criticism?
I have a very vague idea of what I want to try to do:
Most of the action and description will not occur at a granular level. In other words, the players would travel for long periods of in game time, days or weeks, without any actual hands on action or roleplaying, but we might zoom in at some particular point to handle the more important events. What I'm struggling with is how and when to make this transition.
Here are some general reasons we might need to be hands on with the action:
-players are out of money/food, and need to solicit work in town
-players are lost in the wilderness, or are at the mercy of some inclement weather, requiring the use of survival skills.
-players are waylaid by enemies/monsters etc...
I'd like to keep things dynamic and unscripted. I was thinking of using skill checks/challenges to determine points at which a situation becomes dire. This way, the PCs could use skills to avoid trouble, but there would be points over the course of travel when we'd need to zoom in on the action.
My goal is for the players to arrive at some far flung land, with the feeling that they had in fact just completed a fabulous, treacherous adventure. I think it would be cool for a whole session to be taken up with traveling (provided that it's fun).
Input? Criticism?