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General Tabletop Discussion
*Dungeons & Dragons
How to Make Travel Meaningful and Interesting
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<blockquote data-quote="el-remmen" data-source="post: 9758782" data-attributes="member: 11"><p>A mix of random encounters (made from curated tables based on the region and terrain type) and “scripted” encounters, the proportion of which is determined by what is going on in the campaign. </p><p></p><p>I also have a rolling mechanism for encounter determination that can call for rolling twice on the table and then I create an encounter based upon mixing the two results. </p><p></p><p>So for example, this happened during a recent wilderness journey along a lesser known mostly overgrown road while the party was camped out of sight of the road*. The results were ogres and zombies. I then improvised a result that makes sense for what is going on. In this case, the PC on watch heard the noise on the road and crept forward stealthily to see a pair of ogres fleeing a bunch of zombies dressed like living cultists the party had encountered on a recent adventure. </p><p></p><p>It was then up to the PCs to decide if they should intervene, follow, ignore, speculate on what’s going on etc. </p><p></p><p>* while traveling through wilderness I require survival checks for finding a good camp spot, which (based on the results) can influence how a potential random encounter while camped plays out.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 9758782, member: 11"] A mix of random encounters (made from curated tables based on the region and terrain type) and “scripted” encounters, the proportion of which is determined by what is going on in the campaign. I also have a rolling mechanism for encounter determination that can call for rolling twice on the table and then I create an encounter based upon mixing the two results. So for example, this happened during a recent wilderness journey along a lesser known mostly overgrown road while the party was camped out of sight of the road*. The results were ogres and zombies. I then improvised a result that makes sense for what is going on. In this case, the PC on watch heard the noise on the road and crept forward stealthily to see a pair of ogres fleeing a bunch of zombies dressed like living cultists the party had encountered on a recent adventure. It was then up to the PCs to decide if they should intervene, follow, ignore, speculate on what’s going on etc. * while traveling through wilderness I require survival checks for finding a good camp spot, which (based on the results) can influence how a potential random encounter while camped plays out. [/QUOTE]
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