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Do you get bored of the wilderness treck?
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<blockquote data-quote="Quasqueton" data-source="post: 2903388" data-attributes="member: 3854"><p>Skipping over the travel time and encounters makes baby Farlanghn cry.</p><p></p><p>In my campaign, most of the campaign area (a newly discovered continent) is wild, untamed, and dangerous. Traveling through the wilderness is an adventure in itself. I use a random wilderness encounter chart, and I at least mention each day of the journey. We can cover two weeks of wilderness travel in one 4-hour game session. I think that gives the feeling of having actually traveled.</p><p></p><p>Several years ago, I ran an adventure for a group who had to travel a week to get to the dungeon. We just skipped playing the travel time. I said they traveled the distance, but we just skipped playing through it. The adventurers invaded the dungeon, and one PC died in the second room (about 10 minutes into the adventure). The group left the dungeon and went back to town and picked up another [replacement] comrade, and then went back to the dungeon.</p><p></p><p>Three weeks of travel time hand waved away. That just felt so wrong that I vowed to never skip over travel time again. And now wilderness travel is at least a third of the adventure in my campaign.</p><p></p><p>For one adventure in one of my campaigns, the PCs hired a guide to take them to the dungeon – a week’s travel away from town. They made the journey without a single encounter. This concerned them and made them wonder what was going on. That feeling is great.</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 2903388, member: 3854"] Skipping over the travel time and encounters makes baby Farlanghn cry. In my campaign, most of the campaign area (a newly discovered continent) is wild, untamed, and dangerous. Traveling through the wilderness is an adventure in itself. I use a random wilderness encounter chart, and I at least mention each day of the journey. We can cover two weeks of wilderness travel in one 4-hour game session. I think that gives the feeling of having actually traveled. Several years ago, I ran an adventure for a group who had to travel a week to get to the dungeon. We just skipped playing the travel time. I said they traveled the distance, but we just skipped playing through it. The adventurers invaded the dungeon, and one PC died in the second room (about 10 minutes into the adventure). The group left the dungeon and went back to town and picked up another [replacement] comrade, and then went back to the dungeon. Three weeks of travel time hand waved away. That just felt so wrong that I vowed to never skip over travel time again. And now wilderness travel is at least a third of the adventure in my campaign. For one adventure in one of my campaigns, the PCs hired a guide to take them to the dungeon – a week’s travel away from town. They made the journey without a single encounter. This concerned them and made them wonder what was going on. That feeling is great. Quasqueton [/QUOTE]
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Do you get bored of the wilderness treck?
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