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General Tabletop Discussion
*Dungeons & Dragons
How Do You Run Travel and Exploration In Your Games?
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<blockquote data-quote="Shadowdweller00" data-source="post: 9544752" data-attributes="member: 6778479"><p>To be honest, I'm really surprised at the number of people who just handwave it. In addition to providing opportunities to use a swath of character abilities, I think travel and exploration are a great way to feed the players potential plot hooks and side quests, information about the region, or just set tone and ambiance for the coming area they are seeking.</p><p></p><p>For example: The shadow and sound of a flapping dragon might indicate a dragon's hoard to seek out somewhere nearby. While a griffon might have nest with eggs or young for players to find and (hopefully not too forcefully) adopt. Travelers might know things about the area. Ruins can give clues to the region's past (if relevant). While enemy patrols can hint at what challenges the party is going to face when they find whatever main site they're looking for.</p><p></p><p>I guess I also feel like there's something inherently more dramatic about overcoming a monster or BBEG that lives in a demonstrably dangerous and hostile region than one whose gates you effectively just appear at.</p><p></p><p><em>"Through the mist, through the woods,</em></p><p><em>through the darkness and the shadows.</em></p><p><em>It's a nightmare but it's one exciting ride.</em></p><p><em>Say a prayer, then we're there,</em></p><p><em>at the drawbridge of a castle,</em></p><p><em>and there's something truly terrible inside."</em></p><p></p><p>No judgement, mind you, just my thoughts. I certainly understand how much work it takes to run a game at the best of times. And we each have our own priorities we want to focus on.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 9544752, member: 6778479"] To be honest, I'm really surprised at the number of people who just handwave it. In addition to providing opportunities to use a swath of character abilities, I think travel and exploration are a great way to feed the players potential plot hooks and side quests, information about the region, or just set tone and ambiance for the coming area they are seeking. For example: The shadow and sound of a flapping dragon might indicate a dragon's hoard to seek out somewhere nearby. While a griffon might have nest with eggs or young for players to find and (hopefully not too forcefully) adopt. Travelers might know things about the area. Ruins can give clues to the region's past (if relevant). While enemy patrols can hint at what challenges the party is going to face when they find whatever main site they're looking for. I guess I also feel like there's something inherently more dramatic about overcoming a monster or BBEG that lives in a demonstrably dangerous and hostile region than one whose gates you effectively just appear at. [I]"Through the mist, through the woods, through the darkness and the shadows. It's a nightmare but it's one exciting ride. Say a prayer, then we're there, at the drawbridge of a castle, and there's something truly terrible inside."[/I] No judgement, mind you, just my thoughts. I certainly understand how much work it takes to run a game at the best of times. And we each have our own priorities we want to focus on. [/QUOTE]
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Community
General Tabletop Discussion
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How Do You Run Travel and Exploration In Your Games?
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