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<blockquote data-quote="GMMichael" data-source="post: 6666143" data-attributes="member: 6685730"><p>"Encounters" is the short answer for making the time/distance go. But I'd like to add that you don't even need encounters if, over travel, you:</p><p>- degrade equipment</p><p>- diminish food supply</p><p>- age the characters</p><p>- advance the calendar</p><p>- advance the world (world events don't wait on characters).</p><p></p><p>I'm not crystal clear on problem 1, but I'll suggest you whip up some random tables for each terrain type on your world map. Random encounter? Cool, roll on your obstacle, foliage, and elevation change tables, and you'll have something more interesting than an outdoor "room." Even better: make us an OGRE.</p><p></p><p>Problem 2: if you're playing in an ancient times campaign, your opponents can't afford to spread out. If they do, they won't be able to hear each other, maybe not see each other, and can easily be flanked/surrounded. Sure, missile fire can begin 60 squares away. But that missile fire won't be effective unless it's fired by a company of archers, all guided by a trained commander. In D&D terms, you should limit the effectiveness of missile weapons to two or three moves from the enemy. That way, you won't be going:</p><p>PC: I move.</p><p>DM: He shoots (rolls dice).</p><p>PC: I move.</p><p>DM: He shoots (rolls dice).</p><p>PC: I move. Ugh...how far can I sprint? How far away is he? Maybe I can charge...</p><p></p><p>Can you prepare a map? Yes please! But don't start using that map until both parties decide to engage each other. If one side's going to be running away, there's no point in putting the map down yet. Save it for later.</p><p></p><p>Hope that helps!</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6666143, member: 6685730"] "Encounters" is the short answer for making the time/distance go. But I'd like to add that you don't even need encounters if, over travel, you: - degrade equipment - diminish food supply - age the characters - advance the calendar - advance the world (world events don't wait on characters). I'm not crystal clear on problem 1, but I'll suggest you whip up some random tables for each terrain type on your world map. Random encounter? Cool, roll on your obstacle, foliage, and elevation change tables, and you'll have something more interesting than an outdoor "room." Even better: make us an OGRE. Problem 2: if you're playing in an ancient times campaign, your opponents can't afford to spread out. If they do, they won't be able to hear each other, maybe not see each other, and can easily be flanked/surrounded. Sure, missile fire can begin 60 squares away. But that missile fire won't be effective unless it's fired by a company of archers, all guided by a trained commander. In D&D terms, you should limit the effectiveness of missile weapons to two or three moves from the enemy. That way, you won't be going: PC: I move. DM: He shoots (rolls dice). PC: I move. DM: He shoots (rolls dice). PC: I move. Ugh...how far can I sprint? How far away is he? Maybe I can charge... Can you prepare a map? Yes please! But don't start using that map until both parties decide to engage each other. If one side's going to be running away, there's no point in putting the map down yet. Save it for later. Hope that helps! [/QUOTE]
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