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How do you deal with traveling in your games?
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<blockquote data-quote="BraveSirKevin" data-source="post: 5537671" data-attributes="member: 84231"><p>I suppose it also depends where in the session the travel takes place. If possible, I try to keep the players engaged where they are until the end of the session, so that departing from their location is the end of this session and arrival at their new destination is the beginning of the next one.</p><p></p><p>If that's unavoidable, then I do tend to gloss over it as well. I don't much care for random encounters because they do require a bit of prep, and they might not happen, which would have wasted my time. What I do do however, is plan some non-random encounters and pass them off as random. Basically, whenever there is some travelling happening, I work out how many days it will take, and tell them as much, then roll a die for each day, paying no attention to the result. Either something happens, or nothing happens, and that's all been decided before hand. Player's get the risk factor, because they don't know that it's not random, and I get some actual mileage out of prep work.</p></blockquote><p></p>
[QUOTE="BraveSirKevin, post: 5537671, member: 84231"] I suppose it also depends where in the session the travel takes place. If possible, I try to keep the players engaged where they are until the end of the session, so that departing from their location is the end of this session and arrival at their new destination is the beginning of the next one. If that's unavoidable, then I do tend to gloss over it as well. I don't much care for random encounters because they do require a bit of prep, and they might not happen, which would have wasted my time. What I do do however, is plan some non-random encounters and pass them off as random. Basically, whenever there is some travelling happening, I work out how many days it will take, and tell them as much, then roll a die for each day, paying no attention to the result. Either something happens, or nothing happens, and that's all been decided before hand. Player's get the risk factor, because they don't know that it's not random, and I get some actual mileage out of prep work. [/QUOTE]
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How do you deal with traveling in your games?
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