Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
overland travel
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Quickleaf" data-source="post: 2462314" data-attributes="member: 20323"><p>The handwave and a quick flavorful paragraph that encapsulates what the journey is like works like a charm. However, if you want something more epic, I suggest:</p><p></p><p>- Use random encounters, but improve your random encounter tables. Make them not just hack and slash. Customize them to your campaign's mega-plot. Write out a mini-adventure for each random encounter. Include recurring faces/themes.</p><p></p><p>- Use a "montage" approach. Give the PCs some goals to accomplish during their travel, and some options to choose during their travel, then run mini-scenes showing the PCs engaged in some action related to their travel. Some examples:</p><p>* The rogue PC goes through a foreign city talking to contacts to track down the fastest ship and determine which ship their quarry left on</p><p>* Learning how to man a ship and becoming friends with the crew and captain, only to learn they're wicked pirates who have several people kidnapped below deck</p><p>* Dealing with savvy desert merchants, selling their horses for camels</p><p>* Do we go over the hazardous mountain path and brave the storm giants or do we sneak through enemy territory in disguise risking capture and execution?</p><p>* Sneaking past a guard station where a toll for using the road is collected</p><p>* Navigating a hazardous section of river</p><p>* Bartering with a ferryman while pursuers are hot on the PCs' trail</p><p>* Two of their griffons get into a fight while they set up camp and are injured so that they can't travel unless healed, and the two griffons need to be kept apart</p><p></p><p>- If the PCs will be traveling through territories native to their PCs, you might let them come up with some ideas. What is their homeland like? What is the mood there? What kinds of problems would travelers have to deal with? Who does your PC know there? Maybe even allow your players a 30 minute spotlight at DMing when the group arrives in their PC's hometown...if it suits your group's play style that is.</p><p></p><p>- Make good use of the overland travel rules in the SRD. But rarely make it simple. Require the PCs to travel by side roads, foraging for food, while evading a group of pursuers. Make them contend with the elements: Do we dock at the pirate town or risk our lives in the monsoon? This allows the ranger to shine, especially the variant rangers out there.</p><p></p><p>- If the PCs show interest in the various settings of the world and enjoy shopping, the bazaar is always a great way to showcase local flavor. It's not just a many-pocketed silk vest...it's a wizard's vest of the Artua Academy emblazoned with sigils of that noble house. Or the holy water from the Green Lady's Font also has the power to act as a <em>bless growth</em> spell if poured on a field. Appealing to a player's pocketbook/power gamer is always a sure way to introduce flavor. And merchants themselve very widely too.</p><p></p><p>- Allow those PCs who know obscure languages to put them to use, perhaps even acting as translator for the rest of the group. Perhaps include one or two samples, if not of the foreign langauge itself, just some simple words (e.g. <em>ghazwa</em> refers to "raid", but has only positive connotations) or popular sayings (e.g. Westing means dying).</p><p></p><p>- One of my favorite things back when I played Al-Qadim was to unfurl a beautiful 4, 6, or 8 panel map for the PCs. I taped the map to piece of corkboard. Each player was given a different colored thumbtack to which they attached a piece of paper with their PC's name. Usually the group was together, but at one point it was very split up. Allowing the players to move their thumbtacks when they traveled really added that epic feel to the game.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2462314, member: 20323"] The handwave and a quick flavorful paragraph that encapsulates what the journey is like works like a charm. However, if you want something more epic, I suggest: - Use random encounters, but improve your random encounter tables. Make them not just hack and slash. Customize them to your campaign's mega-plot. Write out a mini-adventure for each random encounter. Include recurring faces/themes. - Use a "montage" approach. Give the PCs some goals to accomplish during their travel, and some options to choose during their travel, then run mini-scenes showing the PCs engaged in some action related to their travel. Some examples: * The rogue PC goes through a foreign city talking to contacts to track down the fastest ship and determine which ship their quarry left on * Learning how to man a ship and becoming friends with the crew and captain, only to learn they're wicked pirates who have several people kidnapped below deck * Dealing with savvy desert merchants, selling their horses for camels * Do we go over the hazardous mountain path and brave the storm giants or do we sneak through enemy territory in disguise risking capture and execution? * Sneaking past a guard station where a toll for using the road is collected * Navigating a hazardous section of river * Bartering with a ferryman while pursuers are hot on the PCs' trail * Two of their griffons get into a fight while they set up camp and are injured so that they can't travel unless healed, and the two griffons need to be kept apart - If the PCs will be traveling through territories native to their PCs, you might let them come up with some ideas. What is their homeland like? What is the mood there? What kinds of problems would travelers have to deal with? Who does your PC know there? Maybe even allow your players a 30 minute spotlight at DMing when the group arrives in their PC's hometown...if it suits your group's play style that is. - Make good use of the overland travel rules in the SRD. But rarely make it simple. Require the PCs to travel by side roads, foraging for food, while evading a group of pursuers. Make them contend with the elements: Do we dock at the pirate town or risk our lives in the monsoon? This allows the ranger to shine, especially the variant rangers out there. - If the PCs show interest in the various settings of the world and enjoy shopping, the bazaar is always a great way to showcase local flavor. It's not just a many-pocketed silk vest...it's a wizard's vest of the Artua Academy emblazoned with sigils of that noble house. Or the holy water from the Green Lady's Font also has the power to act as a [i]bless growth[/i] spell if poured on a field. Appealing to a player's pocketbook/power gamer is always a sure way to introduce flavor. And merchants themselve very widely too. - Allow those PCs who know obscure languages to put them to use, perhaps even acting as translator for the rest of the group. Perhaps include one or two samples, if not of the foreign langauge itself, just some simple words (e.g. [i]ghazwa[/i] refers to "raid", but has only positive connotations) or popular sayings (e.g. Westing means dying). - One of my favorite things back when I played Al-Qadim was to unfurl a beautiful 4, 6, or 8 panel map for the PCs. I taped the map to piece of corkboard. Each player was given a different colored thumbtack to which they attached a piece of paper with their PC's name. Usually the group was together, but at one point it was very split up. Allowing the players to move their thumbtacks when they traveled really added that epic feel to the game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
overland travel
Top