Li Shenron
Legend
How do you deal with distances in your games? Do your characters ever have to deal with long distances, and travels which take months to complete?
I'm curious because I like very much when in tales and legends the heroes have to travel incredibly large distances, and it takes a very long time (think LotR, but more modestly think CotSQ). I like when the different locations in the world, the biggest cities for instance, are really far and engaging a travel between two kingdoms is not for commoners.
In a RPG there may be some practical problems... One has to do with how to play such a travel. Do you fast-forward everthing except a few improtant encounters? If I do this, then I have two issues: (1) I may lose something about the sense of patience required by the PC to engage in the trip, and (2) there's an immediate suggestion to the players about when interesting things are going to happen. Still, this is what I usually do, because on the other hand I don't want to toss in some totally uninteresting encounters, and neither I want to chronicle every day of the trip.
But still long distances give me more sense of wonder, so for me are quite important. I also think that they are a bit needed in order to fit better with a "vaguely middle-ages" scenario, which is the most typical in my games. But other DMs I gamed with preferred to have everything close enough so that the characters could easily find a new tomb to raid, a merchant to sell dozens new items found, and a cabal of wizards with every conceivable magic item on sale, and be back home conveniently in time for tea.
A similar problem I have with long periods of time in other cases. Sometimes I think that the typical D&D games are too dynamic, it takes only a year to create a new evil empire that threatens inevitably the entire universe, and a copuple of weeks to destroy it. It takes two years for a character to grow from 1st to 20th level, usually while the rest of the world stays at its own level.
I'm mostly rambling now, I know...
It's just that I often wish to make our games less Harry Potter and more Lord of the Rings.
Do you think that it is possible with D&D 3.x, or is it too much an action-oriented system, which doesn't tolerate patience?
I'm curious because I like very much when in tales and legends the heroes have to travel incredibly large distances, and it takes a very long time (think LotR, but more modestly think CotSQ). I like when the different locations in the world, the biggest cities for instance, are really far and engaging a travel between two kingdoms is not for commoners.
In a RPG there may be some practical problems... One has to do with how to play such a travel. Do you fast-forward everthing except a few improtant encounters? If I do this, then I have two issues: (1) I may lose something about the sense of patience required by the PC to engage in the trip, and (2) there's an immediate suggestion to the players about when interesting things are going to happen. Still, this is what I usually do, because on the other hand I don't want to toss in some totally uninteresting encounters, and neither I want to chronicle every day of the trip.
But still long distances give me more sense of wonder, so for me are quite important. I also think that they are a bit needed in order to fit better with a "vaguely middle-ages" scenario, which is the most typical in my games. But other DMs I gamed with preferred to have everything close enough so that the characters could easily find a new tomb to raid, a merchant to sell dozens new items found, and a cabal of wizards with every conceivable magic item on sale, and be back home conveniently in time for tea.
A similar problem I have with long periods of time in other cases. Sometimes I think that the typical D&D games are too dynamic, it takes only a year to create a new evil empire that threatens inevitably the entire universe, and a copuple of weeks to destroy it. It takes two years for a character to grow from 1st to 20th level, usually while the rest of the world stays at its own level.
I'm mostly rambling now, I know...

Do you think that it is possible with D&D 3.x, or is it too much an action-oriented system, which doesn't tolerate patience?