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General Tabletop Discussion
*Dungeons & Dragons
How to Make Travel Meaningful and Interesting
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<blockquote data-quote="Sorinth" data-source="post: 9759969" data-attributes="member: 7050650"><p>One problem with this type of "random" approach is that without the adventuring context a lot of this stuff is just not particularly interesting in itself.</p><p></p><p>If the players are trying to sneak into an orc camp to rescue some prisoners, then something like a posturing bear becomes more interesting since the sounds of combat risks alerting the orcs, and/or might drain resources needed for the rescue. But if it's some random bear during a 10 day journey where all resources are regained every night with a LR then it's not going to be particularly interesting event.</p><p></p><p>You might find more value if instead of generic categories the entries were the raison d'etre. So for example if there is a time constraint at play maybe an entry in the random table would be something like "A time consuming event." That could be bad weather, or a natural hazard where failure causes a twisted ankle so movement is slowed, or a patrol of the king's guard who want to spend a few hours interrogating the party, etc...</p><p></p><p>Another entry might be something like "An opportunity to acquire a magic tiem or a component needed to craft a magic item", this opportunity could be a social encounter with a merchant willing to trade, an NPC handing out a side quest, the reward for exploring a ruined tower, loot from a monster's lair, etc...</p><p></p><p>By focusing on the reason for the encounter you probably have a much better chance of it being interesting to the players.</p></blockquote><p></p>
[QUOTE="Sorinth, post: 9759969, member: 7050650"] One problem with this type of "random" approach is that without the adventuring context a lot of this stuff is just not particularly interesting in itself. If the players are trying to sneak into an orc camp to rescue some prisoners, then something like a posturing bear becomes more interesting since the sounds of combat risks alerting the orcs, and/or might drain resources needed for the rescue. But if it's some random bear during a 10 day journey where all resources are regained every night with a LR then it's not going to be particularly interesting event. You might find more value if instead of generic categories the entries were the raison d'etre. So for example if there is a time constraint at play maybe an entry in the random table would be something like "A time consuming event." That could be bad weather, or a natural hazard where failure causes a twisted ankle so movement is slowed, or a patrol of the king's guard who want to spend a few hours interrogating the party, etc... Another entry might be something like "An opportunity to acquire a magic tiem or a component needed to craft a magic item", this opportunity could be a social encounter with a merchant willing to trade, an NPC handing out a side quest, the reward for exploring a ruined tower, loot from a monster's lair, etc... By focusing on the reason for the encounter you probably have a much better chance of it being interesting to the players. [/QUOTE]
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