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General Tabletop Discussion
*TTRPGs General
establishing the "scale" of the campaign world
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<blockquote data-quote="Coreyartus" data-source="post: 1692636" data-attributes="member: 5399"><p>Something I have considered is taking calendars apart and using the landscape photos for visual representations, sharing them with the players at appropriate times. They are pretty, vast, and usually relay a general feeling of scope. Also, it allows you to tie specific geographical features and climate to specific areas in your campaign world, and that goes a long way to providing flavor and a grounding in reality.</p><p></p><p>Another tool you can use to provide scope is to time "travel time" sections of your adventure with real life breaks in your evening. If you know you are on your way to So-n-So, you can take a break and have a snack, then come back to the game afterwards. That can make travel seem "longer" by stretching out the real-time play of it.</p><p></p><p>Another way to draw attention to scope and scale is to make the players pay attention to their environmental surroundings--reward them somehow for actually asking questions about what they see. This can pay off during NPC interactions, or perhaps the PCs see something that is out of the ordinary and don't realize it until they interact with someone who knows better... </p><p></p><p>And point out the cultural differences between one area and another. Just because Common exists doesn't mean every village speaks it. By fleshing out the differences in appearance, food, language, and culture, it will make travel seem more exotic and players will pay much more attention to what they're moving through--especially if this impacts interactions with NPC's and negatively affects the PC's goals. Cultural ignorance can make a big impact on a party's ability to achieve their mission... </p><p></p><p>Don't forget that enviromental hazards can make an impact on players that don't ask the right questions at the right times--Going to a village in a remote frozen wasteland? Make'em prepare or pay the price. It's one thing to simply write-off travel, quite another to make the travel itself the danger. Getting from Point A to Point B must have consequence--if it didn't people would have been travelling all the time in our own medieval era, and we know that isn't the case.</p><p></p><p>Be prepared to enforce the consequences though as DM. The players might not think it's fun because it's not "combat or spells", or it's not clearly "NPC roleplaying time". Travel is really a third underlying layer to the game that most campaigns don't get to because their playing experience doesn't ever get that deep. To make your players appreciate travel, you'll need to dabble a bit in expanding the scale and scope of the very game your playing.</p><p></p><p>Coreyartus</p></blockquote><p></p>
[QUOTE="Coreyartus, post: 1692636, member: 5399"] Something I have considered is taking calendars apart and using the landscape photos for visual representations, sharing them with the players at appropriate times. They are pretty, vast, and usually relay a general feeling of scope. Also, it allows you to tie specific geographical features and climate to specific areas in your campaign world, and that goes a long way to providing flavor and a grounding in reality. Another tool you can use to provide scope is to time "travel time" sections of your adventure with real life breaks in your evening. If you know you are on your way to So-n-So, you can take a break and have a snack, then come back to the game afterwards. That can make travel seem "longer" by stretching out the real-time play of it. Another way to draw attention to scope and scale is to make the players pay attention to their environmental surroundings--reward them somehow for actually asking questions about what they see. This can pay off during NPC interactions, or perhaps the PCs see something that is out of the ordinary and don't realize it until they interact with someone who knows better... And point out the cultural differences between one area and another. Just because Common exists doesn't mean every village speaks it. By fleshing out the differences in appearance, food, language, and culture, it will make travel seem more exotic and players will pay much more attention to what they're moving through--especially if this impacts interactions with NPC's and negatively affects the PC's goals. Cultural ignorance can make a big impact on a party's ability to achieve their mission... Don't forget that enviromental hazards can make an impact on players that don't ask the right questions at the right times--Going to a village in a remote frozen wasteland? Make'em prepare or pay the price. It's one thing to simply write-off travel, quite another to make the travel itself the danger. Getting from Point A to Point B must have consequence--if it didn't people would have been travelling all the time in our own medieval era, and we know that isn't the case. Be prepared to enforce the consequences though as DM. The players might not think it's fun because it's not "combat or spells", or it's not clearly "NPC roleplaying time". Travel is really a third underlying layer to the game that most campaigns don't get to because their playing experience doesn't ever get that deep. To make your players appreciate travel, you'll need to dabble a bit in expanding the scale and scope of the very game your playing. Coreyartus [/QUOTE]
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