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<blockquote data-quote="kigmatzomat" data-source="post: 1147691" data-attributes="member: 9254"><p>I recommend a mix of the above. </p><p></p><p>1. Before a trip starts, show the players maps. I'm a hard-case, so my maps start out blank unless the players buy some or have traveled the way before. If all they know is to follow the Leedstown road then the map shows "here" and "there" connected by a straight line marked "leedstown road." After a bit of that they buy maps. (Which are sometimes wrong so I have my nifty plot hooks.)</p><p></p><p>2. Let the choose the route. After they discover that the "shortest" route passes through a swamp and that the "fastest" route involves a stone giant tribe, they will really get involved with their own destinies.</p><p></p><p>3. Decide in advance how you want the travel to go. Do *you* want to gloss over it? If so, wave your hands and say "the trip was surprisingly uneventful and your cleric gloats over how his prayers protected you." If not, have your encounters. </p><p></p><p>4. I would recommend "fast forwarding" between notable events. Not all notable events should be fights; other travelers, caravans, and animal herds should be noted. If the players say "eh, whatever" then move on. If they're smart they'll start talking to the travelers, specifically the ones coming from where the PCs are going, to learn the conditions ahead of them. If the PCs aren't that bright, have the other tavelers hail them! </p><p></p><p>5. For your ease of mind the first night out have the PCs define their marching orders, watch rotations, and spells cast daily (endure elements, commune w/nature, rope trick, etc). </p><p></p><p>6. Comment on the weather and use words they understand. "Miserable, dreary, gray, monotonous, and so windy you can barely hear someone talking thirty feet away." Even if there's no combat it will set the tone for the trip. </p><p></p><p>7. On long trips emphasize the conditions that are a result of their decisions. If all they bought was trail rations for a 120 day trip through the boondocks with no resupply, mention the phrase "trail ration" about 50-60 times when fast forwarding. Watch the clerics switch to casting "create food/water" or the rangers start hunting.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1147691, member: 9254"] I recommend a mix of the above. 1. Before a trip starts, show the players maps. I'm a hard-case, so my maps start out blank unless the players buy some or have traveled the way before. If all they know is to follow the Leedstown road then the map shows "here" and "there" connected by a straight line marked "leedstown road." After a bit of that they buy maps. (Which are sometimes wrong so I have my nifty plot hooks.) 2. Let the choose the route. After they discover that the "shortest" route passes through a swamp and that the "fastest" route involves a stone giant tribe, they will really get involved with their own destinies. 3. Decide in advance how you want the travel to go. Do *you* want to gloss over it? If so, wave your hands and say "the trip was surprisingly uneventful and your cleric gloats over how his prayers protected you." If not, have your encounters. 4. I would recommend "fast forwarding" between notable events. Not all notable events should be fights; other travelers, caravans, and animal herds should be noted. If the players say "eh, whatever" then move on. If they're smart they'll start talking to the travelers, specifically the ones coming from where the PCs are going, to learn the conditions ahead of them. If the PCs aren't that bright, have the other tavelers hail them! 5. For your ease of mind the first night out have the PCs define their marching orders, watch rotations, and spells cast daily (endure elements, commune w/nature, rope trick, etc). 6. Comment on the weather and use words they understand. "Miserable, dreary, gray, monotonous, and so windy you can barely hear someone talking thirty feet away." Even if there's no combat it will set the tone for the trip. 7. On long trips emphasize the conditions that are a result of their decisions. If all they bought was trail rations for a 120 day trip through the boondocks with no resupply, mention the phrase "trail ration" about 50-60 times when fast forwarding. Watch the clerics switch to casting "create food/water" or the rangers start hunting. [/QUOTE]
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