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Expediting Exploration: keeping travel fun
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<blockquote data-quote="Imaculata" data-source="post: 6757604" data-attributes="member: 6801286"><p>I'm not a fan of that style of running a campaign. The DM is after all the storyteller, and the only one who knows if the castle is abandoned or not. But I do agree that you shouldn't feed your players every detail at once. Start off by sketching the basic scene. Describe the castle. What state is it in? How many towers does it have? What does the entrance look like? Are there any fires lit? At this point we do not need to know what the banners look like, and what decoration we see. But we should know if the castle looks like it is in use, or is in ruins. And we should know about major features, such as a moat and a drawbridge.</p><p></p><p>Next, as they enter the castle, describe what they see inside. Give them enough information so that they can decide where to go next. But leave out the exact details. The players need to know locations, such as the armory, the barracks, the stables. The players should be able to choose where they could go next.</p><p></p><p>Then as they approach any location inside the castle, start giving them more details. What do they see on the outside of the stables? Are the stables open, or do they have doors? Do the doors look old and worn down, or brand new? Do the players smell anything peculiar?</p><p></p><p>[ATTACH]71839[/ATTACH]</p><p></p><p>Harrenhal in a Song of ice and fire (aka Game of Thrones) is also a great example of a castle with character. As you can see, there is no symmetry here. The castle itself tells a story purely through the way it looks. Its stones look molten by dragon fire, and many of its towers are in a bad state, or have even completely crumbled. The castle itself breaths story, and there is nothing symmetrical or boring about it. It is a haunting silhouette in the distance, and just as spooky from the inside.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6757604, member: 6801286"] I'm not a fan of that style of running a campaign. The DM is after all the storyteller, and the only one who knows if the castle is abandoned or not. But I do agree that you shouldn't feed your players every detail at once. Start off by sketching the basic scene. Describe the castle. What state is it in? How many towers does it have? What does the entrance look like? Are there any fires lit? At this point we do not need to know what the banners look like, and what decoration we see. But we should know if the castle looks like it is in use, or is in ruins. And we should know about major features, such as a moat and a drawbridge. Next, as they enter the castle, describe what they see inside. Give them enough information so that they can decide where to go next. But leave out the exact details. The players need to know locations, such as the armory, the barracks, the stables. The players should be able to choose where they could go next. Then as they approach any location inside the castle, start giving them more details. What do they see on the outside of the stables? Are the stables open, or do they have doors? Do the doors look old and worn down, or brand new? Do the players smell anything peculiar? [ATTACH=CONFIG]71839._xfImport[/ATTACH] Harrenhal in a Song of ice and fire (aka Game of Thrones) is also a great example of a castle with character. As you can see, there is no symmetry here. The castle itself tells a story purely through the way it looks. Its stones look molten by dragon fire, and many of its towers are in a bad state, or have even completely crumbled. The castle itself breaths story, and there is nothing symmetrical or boring about it. It is a haunting silhouette in the distance, and just as spooky from the inside. [/QUOTE]
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