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The secrets of winging it
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<blockquote data-quote="kigmatzomat" data-source="post: 2904838" data-attributes="member: 9254"><p>Also when the party goes on a tangent that requires significant gaming by the seat of your pants, don't hesitate to throw out a delaying encounter or let them make some knowledge checks to come up with information that requires party debate. </p><p></p><p>'Bout a year ago the bard latched onto a minor factoid and convinced the party to go on a quest to the other side of the continent (which I had virtually zero significant planning for). I had 'em make some navigation/survival/knowledge checks to realize how much gear they might need and how much they didn't know about where they were going. They spent most of that session acquiring information, getting letters of introduction, contracting a ship to take them there, etc, etc. </p><p></p><p>While they did paperwork and compared notes on how many rations to buy and whether to bring their horses or plan on buying more later, I perused the MM to find some kind of "recurring regional threat" monster (I used oversized steam mephits that live in a hot spring near the trails) to give them a thrill and bide time. </p><p></p><p>Net result was they did a significant amount of traveling through the "civilized" lands and had a decent little brawl before the game ended. They were happy and I had time to start putting together information for the next session. That particular arc is one that everyone enjoyed and that I managed to use to leverage my primary plot forward.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 2904838, member: 9254"] Also when the party goes on a tangent that requires significant gaming by the seat of your pants, don't hesitate to throw out a delaying encounter or let them make some knowledge checks to come up with information that requires party debate. 'Bout a year ago the bard latched onto a minor factoid and convinced the party to go on a quest to the other side of the continent (which I had virtually zero significant planning for). I had 'em make some navigation/survival/knowledge checks to realize how much gear they might need and how much they didn't know about where they were going. They spent most of that session acquiring information, getting letters of introduction, contracting a ship to take them there, etc, etc. While they did paperwork and compared notes on how many rations to buy and whether to bring their horses or plan on buying more later, I perused the MM to find some kind of "recurring regional threat" monster (I used oversized steam mephits that live in a hot spring near the trails) to give them a thrill and bide time. Net result was they did a significant amount of traveling through the "civilized" lands and had a decent little brawl before the game ended. They were happy and I had time to start putting together information for the next session. That particular arc is one that everyone enjoyed and that I managed to use to leverage my primary plot forward. [/QUOTE]
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