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<blockquote data-quote="med stud" data-source="post: 4312123" data-attributes="member: 1211"><p>When they say that you should skip the trip through miles of dwarven tunnels, I don't think they mean that you shouldn't describe the tunnel at all. I think they mean that you shouldn't go on and on about the tunnel. "You travel through the tunnels, following the map Svante Stålhammar gave you. The tunnels are dark and damp, seeming to go on forever." Here you ask if the players want to do exploring in side passages. If not, "After a long time you arrive at a runecarved door set directly in the cave wall." To me, that's enough. You describe the tunnel, set a mood, give an opportunity to take a tunnel-hike.</p><p></p><p>The same thing with the guards. Don't skip them, but just say "The guards of Skövde are unshaven with dirty armours. They eye you suspiciously but don't give you any trouble as you enter." There, you set the mood. Skövde seems to be a place with poorly disciplined guards that don't like armed people around.</p><p></p><p>If we go back to the dwarven tunnels, if you whipped out a map and described every step of the way through a bunch of eventless tunnels there is a large chance of you just being boring. If the guards hold up the PCs, start asking them questions about who they are and behaves like asses without contributing to the story, you also risk just being boring.</p><p></p><p>I think that's what the DMG-advice is about. Not teleporting PCs between encounters.</p></blockquote><p></p>
[QUOTE="med stud, post: 4312123, member: 1211"] When they say that you should skip the trip through miles of dwarven tunnels, I don't think they mean that you shouldn't describe the tunnel at all. I think they mean that you shouldn't go on and on about the tunnel. "You travel through the tunnels, following the map Svante Stålhammar gave you. The tunnels are dark and damp, seeming to go on forever." Here you ask if the players want to do exploring in side passages. If not, "After a long time you arrive at a runecarved door set directly in the cave wall." To me, that's enough. You describe the tunnel, set a mood, give an opportunity to take a tunnel-hike. The same thing with the guards. Don't skip them, but just say "The guards of Skövde are unshaven with dirty armours. They eye you suspiciously but don't give you any trouble as you enter." There, you set the mood. Skövde seems to be a place with poorly disciplined guards that don't like armed people around. If we go back to the dwarven tunnels, if you whipped out a map and described every step of the way through a bunch of eventless tunnels there is a large chance of you just being boring. If the guards hold up the PCs, start asking them questions about who they are and behaves like asses without contributing to the story, you also risk just being boring. I think that's what the DMG-advice is about. Not teleporting PCs between encounters. [/QUOTE]
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