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How do you get high-level characters to travel
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<blockquote data-quote="jester47" data-source="post: 1291452" data-attributes="member: 2238"><p>Ok, </p><p></p><p>I am running a Forgotten Realms campaign and I suspect I will have to deal with this in turn. </p><p></p><p>My plan is such: I realised a while ago that overland travel has hazards. Thats what makes it so interesting. Thats why DMs like it. However, it is not always expedient for you to detail every little bit of travel. </p><p></p><p>(As an Aside - Right now, my characters are travelling back and forth between everlund and the town of Oakhurst which is a common stopping point between Everlund and Yarter. To have an encounter every time they make the journy slows things down. So in essence they might as well be teleporting. Its just a different method of resource usage.)</p><p></p><p>But Shadow/windwalk and Teleport have hazards all thier own beyond what you normally get in overland travel. All you have to do to make these interesting is add certain hazards that make their use somthing that is not to be taken lightly. Teleport, while instantaneous, does use the astral plane. Now in a place as magic heavy and old as the forgotten realms what are the chances someone has been mucking about with the astrals interface with the prime? With these thoughts in mind, one realises that Teleport or any improved magic can (and should) be as risky as overland travel. </p><p></p><p>As for a high level sea faring campaign, I think it can be done without contrivance. Teleporting into somthing that moves can be very difficult. If you make the ship the center of your campaign i.e. the base of operations, then yes the characters can leave but it is hard for them to come back (the space that they are teleporting to no longer has a ships deck beneath it!) unless they make arrangments to meet the ship somewhere or have some special recall technique etc etc.</p></blockquote><p></p>
[QUOTE="jester47, post: 1291452, member: 2238"] Ok, I am running a Forgotten Realms campaign and I suspect I will have to deal with this in turn. My plan is such: I realised a while ago that overland travel has hazards. Thats what makes it so interesting. Thats why DMs like it. However, it is not always expedient for you to detail every little bit of travel. (As an Aside - Right now, my characters are travelling back and forth between everlund and the town of Oakhurst which is a common stopping point between Everlund and Yarter. To have an encounter every time they make the journy slows things down. So in essence they might as well be teleporting. Its just a different method of resource usage.) But Shadow/windwalk and Teleport have hazards all thier own beyond what you normally get in overland travel. All you have to do to make these interesting is add certain hazards that make their use somthing that is not to be taken lightly. Teleport, while instantaneous, does use the astral plane. Now in a place as magic heavy and old as the forgotten realms what are the chances someone has been mucking about with the astrals interface with the prime? With these thoughts in mind, one realises that Teleport or any improved magic can (and should) be as risky as overland travel. As for a high level sea faring campaign, I think it can be done without contrivance. Teleporting into somthing that moves can be very difficult. If you make the ship the center of your campaign i.e. the base of operations, then yes the characters can leave but it is hard for them to come back (the space that they are teleporting to no longer has a ships deck beneath it!) unless they make arrangments to meet the ship somewhere or have some special recall technique etc etc. [/QUOTE]
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