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General Tabletop Discussion
*Dungeons & Dragons
How to Make Travel Meaningful and Interesting
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<blockquote data-quote="Stormonu" data-source="post: 9758548" data-attributes="member: 52734"><p>I detest the old encounter tables for travel as they are just combat encounters. Over the years, I've generally made custom encounters, trying to a mix of color*, hazards, social and possible combats.</p><p></p><p>Nothing hard and fast, but I try to do at least one of each spanned over the journey, if its feasible. I suppose such things could be cobbled into random tables, but I like to curate my encounters for the most interesting and fitting bits.</p><p></p><p>* "color" tend to be unusual or interesting landmarks, meant to draw out some unique sight or trait along the way. There might be something worth investigating, but they are mostly to lend detail and uniqueness to a journey. For example, a "color" encounter might be a roadside milestone, with the names of travelers who have passed by it over the years etched into the stone. If characters investigate, behind the stone under a rock they might find a note left by a spy for a bandit group, meant to inform the bandits of a wealthy merchant who will be passing through the area soon - or a forgotten love letter left by a traveler who never returned, addressed to a nearby resident.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9758548, member: 52734"] I detest the old encounter tables for travel as they are just combat encounters. Over the years, I've generally made custom encounters, trying to a mix of color*, hazards, social and possible combats. Nothing hard and fast, but I try to do at least one of each spanned over the journey, if its feasible. I suppose such things could be cobbled into random tables, but I like to curate my encounters for the most interesting and fitting bits. * "color" tend to be unusual or interesting landmarks, meant to draw out some unique sight or trait along the way. There might be something worth investigating, but they are mostly to lend detail and uniqueness to a journey. For example, a "color" encounter might be a roadside milestone, with the names of travelers who have passed by it over the years etched into the stone. If characters investigate, behind the stone under a rock they might find a note left by a spy for a bandit group, meant to inform the bandits of a wealthy merchant who will be passing through the area soon - or a forgotten love letter left by a traveler who never returned, addressed to a nearby resident. [/QUOTE]
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