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Daunting: Party of 5 new players who want a travel/exploration campaign
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<blockquote data-quote="RangerWickett" data-source="post: 4924072" data-attributes="member: 63"><p>You've seen Star Trek, right? </p><p></p><p>I ran a campaign that had a heavy travel component. The premise was that the PCs were escorting an apprentice mage who needed to visit many sites that had a lot of elemental air energy in order for her to qualify for a particular order of aeromancers. I usually glossed over the in-between travel bits, and instead had a plot planned at each location.</p><p></p><p>For instance, they got to a mountain that sang, and had a monastery of vow-of-silence priests tending to it, but someone was killing people there, and they figured out it was an evil bard who wanted to enslave the singing spirit of the mountain.</p><p></p><p>Later there was a group of monsters who could turn to mist and stole lots of stuff, so the party helped out the locals to thwart them.</p><p></p><p>And the requisite sea voyage (wind in the sails and all that).</p><p></p><p>Then they got to a big city that was threatened by a massive hurricane created by villains hiding in the eye of the storm.</p><p></p><p>So usually the focus was on where they got to during their trip, not on the trip itself, though occasionally I'd do a "stuff goes wrong on the way" session. But yeah, Star Trek is a good structure to follow, I think.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4924072, member: 63"] You've seen Star Trek, right? I ran a campaign that had a heavy travel component. The premise was that the PCs were escorting an apprentice mage who needed to visit many sites that had a lot of elemental air energy in order for her to qualify for a particular order of aeromancers. I usually glossed over the in-between travel bits, and instead had a plot planned at each location. For instance, they got to a mountain that sang, and had a monastery of vow-of-silence priests tending to it, but someone was killing people there, and they figured out it was an evil bard who wanted to enslave the singing spirit of the mountain. Later there was a group of monsters who could turn to mist and stole lots of stuff, so the party helped out the locals to thwart them. And the requisite sea voyage (wind in the sails and all that). Then they got to a big city that was threatened by a massive hurricane created by villains hiding in the eye of the storm. So usually the focus was on where they got to during their trip, not on the trip itself, though occasionally I'd do a "stuff goes wrong on the way" session. But yeah, Star Trek is a good structure to follow, I think. [/QUOTE]
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