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<blockquote data-quote="ArchfiendBobbie" data-source="post: 6984045" data-attributes="member: 6867728"><p>Describe the terrain they are passing through. Include a few interesting sights along the way. Don't be afraid to toss in a random non-adventure encounter, like the players passing a prey animal or seeing other travelers headed back to town.</p><p></p><p>And, this is most important, <em>research</em> the terrain they are traveling in. A forest is not just the trees, but also the shade, the scents, the animal sounds, the other undergrowth... Even a desert a has more to it than just sand.</p><p></p><p>Also, don't be afraid to make a random sight they see in the distance interesting. A bit of unexplained mystery, like a giant skull carved onto a mountain, can sometimes spur the players to go on the next adventure entirely on their own without you needing any hook to take them there. And even if you must use a hook, they'll <em>remember</em> seeing it and will pay attention the next time. But, don't overdo this.</p><p></p><p>In general, I find it interesting to drop hints about potential future hooks throughout a party's travels. Let's say they will face an orc army at the end... having them spot orc scouts moving through the woods, or even have an encounter with an orc scouting party, can help provide a sense of continuity. That way, when they find out about the orc army, they'll realize those seemingly-random encounters and sightings they saw before were not random at all, but part of the ongoing plot that they're now in the center of. But again, I wouldn't overdo this. Don't have everything be pure plot.</p></blockquote><p></p>
[QUOTE="ArchfiendBobbie, post: 6984045, member: 6867728"] Describe the terrain they are passing through. Include a few interesting sights along the way. Don't be afraid to toss in a random non-adventure encounter, like the players passing a prey animal or seeing other travelers headed back to town. And, this is most important, [I]research[/I] the terrain they are traveling in. A forest is not just the trees, but also the shade, the scents, the animal sounds, the other undergrowth... Even a desert a has more to it than just sand. Also, don't be afraid to make a random sight they see in the distance interesting. A bit of unexplained mystery, like a giant skull carved onto a mountain, can sometimes spur the players to go on the next adventure entirely on their own without you needing any hook to take them there. And even if you must use a hook, they'll [I]remember[/I] seeing it and will pay attention the next time. But, don't overdo this. In general, I find it interesting to drop hints about potential future hooks throughout a party's travels. Let's say they will face an orc army at the end... having them spot orc scouts moving through the woods, or even have an encounter with an orc scouting party, can help provide a sense of continuity. That way, when they find out about the orc army, they'll realize those seemingly-random encounters and sightings they saw before were not random at all, but part of the ongoing plot that they're now in the center of. But again, I wouldn't overdo this. Don't have everything be pure plot. [/QUOTE]
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