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General Tabletop Discussion
*TTRPGs General
establishing the "scale" of the campaign world
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<blockquote data-quote="GoodKingJayIII" data-source="post: 1692638" data-attributes="member: 13804"><p>Yeah, but I think that would happen anyway, even in the movies. Sure, LotR could convey stunning visuals, but that's because they were given to you. Likewise, reading a novel to acquire those same visuals is far different from playing them out in game. Being a PC is all about interacting with the world, and it's hard to interact with a description. I'd rather give a brief travel blurb and get on with the story.</p><p></p><p>I do agree that it's really difficult to convey the magnitude of a very large campaign world. A world that is predominantly one type of environment (forest, ocean, desert, etc) is much easier to convey than one that's varied. The descriptions are quick, otherwise they become repetitive.</p><p></p><p>The best suggestion I have is to make travelling into an adventure itself. If the PCs need to get from point A to B and have 120 miles to traverse, they'll have to stop to rest, resupply, and so forth - unless of course they can teleport. Offer two or three towns as pit stops <em>and</em> side quests and adventures. Add in a random encounter or two, and it'll take the PCs an entire session just to reach their ultimate destination. That'd go a long way in portraying distance, I think.</p></blockquote><p></p>
[QUOTE="GoodKingJayIII, post: 1692638, member: 13804"] Yeah, but I think that would happen anyway, even in the movies. Sure, LotR could convey stunning visuals, but that's because they were given to you. Likewise, reading a novel to acquire those same visuals is far different from playing them out in game. Being a PC is all about interacting with the world, and it's hard to interact with a description. I'd rather give a brief travel blurb and get on with the story. I do agree that it's really difficult to convey the magnitude of a very large campaign world. A world that is predominantly one type of environment (forest, ocean, desert, etc) is much easier to convey than one that's varied. The descriptions are quick, otherwise they become repetitive. The best suggestion I have is to make travelling into an adventure itself. If the PCs need to get from point A to B and have 120 miles to traverse, they'll have to stop to rest, resupply, and so forth - unless of course they can teleport. Offer two or three towns as pit stops [I]and[/I] side quests and adventures. Add in a random encounter or two, and it'll take the PCs an entire session just to reach their ultimate destination. That'd go a long way in portraying distance, I think. [/QUOTE]
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establishing the "scale" of the campaign world
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