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My player's travel
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<blockquote data-quote="LostSoul" data-source="post: 242502" data-attributes="member: 386"><p>Where are they going, and what are they doing when they get there? Do you want to make the journey an adventure in itself, or just a slight challenge leading up to the main adventure?</p><p></p><p>You should give them choices whenever you can. They might stop off in an inn after and pick up some supplies. (You might want to drop in an NPC or store or something that they will want to return to at some point in the future here.) After asking (or not) about the road ahead, you throw out some adventure hooks. "The old valley road's been plagued by bandits and their pet troll, so you might want to avoid travelling that way alone. Especially at night. There's a caravan travelling that way, leaving in a few nights. But if you're adventurous, you can cross over the old mountain path and pick up a few days on you journey. But there's a whole tribe of bugbears in the hills."</p><p></p><p>Set up two encounters - one with bandits & a troll, the other with bugbears. Make sure that these encounters are bigger than just he PCs. Maybe the bugbears are the lead force of a humanoid army. Maybe the bandits are raiding the road for the king of a nearby country who is testing the defenses on the road.</p><p></p><p>Later on in the game, you'll have a ton of hooks to play with, ones that will seem "right" to the players because they are grounded in the game world. It will seem like your campaign is an organic thing, growing and evolving around (and with) the PCs.</p><p></p><p>edit: player choice is very important here - they won't want to feel led around by the nose from one encounter to the next. Always give them a choice.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 242502, member: 386"] Where are they going, and what are they doing when they get there? Do you want to make the journey an adventure in itself, or just a slight challenge leading up to the main adventure? You should give them choices whenever you can. They might stop off in an inn after and pick up some supplies. (You might want to drop in an NPC or store or something that they will want to return to at some point in the future here.) After asking (or not) about the road ahead, you throw out some adventure hooks. "The old valley road's been plagued by bandits and their pet troll, so you might want to avoid travelling that way alone. Especially at night. There's a caravan travelling that way, leaving in a few nights. But if you're adventurous, you can cross over the old mountain path and pick up a few days on you journey. But there's a whole tribe of bugbears in the hills." Set up two encounters - one with bandits & a troll, the other with bugbears. Make sure that these encounters are bigger than just he PCs. Maybe the bugbears are the lead force of a humanoid army. Maybe the bandits are raiding the road for the king of a nearby country who is testing the defenses on the road. Later on in the game, you'll have a ton of hooks to play with, ones that will seem "right" to the players because they are grounded in the game world. It will seem like your campaign is an organic thing, growing and evolving around (and with) the PCs. edit: player choice is very important here - they won't want to feel led around by the nose from one encounter to the next. Always give them a choice. [/QUOTE]
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