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<blockquote data-quote="Ginnel" data-source="post: 4328015" data-attributes="member: 66058"><p>Travel in general should equal, you move along, The scenary is this (anywhere from a short description to tolkien-esque yawn fests), mention any interesting things on the road, big river, waterfall, abbey, thorpe, town, ranch, farms, castle. If they wish to explore that well let them, and remember if you haven't got it planned out try thinking of Cliches/films/books for a bit of help (siren at a waterfall/farmstead full of cultists)</p><p></p><p>Of course nothing interesting needs to be there but then again why not have something interesting there, the game isn't about running the players to your own plots saying that anything else they do is pointless, give improv a go or on the other hand have 3-4 prepped adventures for random insertion into your campaign.</p><p></p><p>Of course if the players say they want to get to their destination and fast forward everything else go through the description of the scenery and how it changes and then have them appear outside said destination.</p><p></p><p>I would say the "you travel 2 weeks your there" description of travel is taking a bit too much out, even </p><p></p><p>"you set off north from the town of Clee the lettuce fields turn to wild grasslands as you travel along the old kings road, you see the occasional farm and merchant on your travels but it seems the road is not in regular use, finally on your 14th day of travel you descend into a valley, an abandoned keep rising from its centre, which can only be the Keep of Vale you have been sent to explore"</p><p>Note by leaving the descriptive options in players, may go erm can I buy something from the merchant, or can we bed down at that farm, adding in an extra bit of interaction, where you can sow a seed of plot/give interesting information to the players</p></blockquote><p></p>
[QUOTE="Ginnel, post: 4328015, member: 66058"] Travel in general should equal, you move along, The scenary is this (anywhere from a short description to tolkien-esque yawn fests), mention any interesting things on the road, big river, waterfall, abbey, thorpe, town, ranch, farms, castle. If they wish to explore that well let them, and remember if you haven't got it planned out try thinking of Cliches/films/books for a bit of help (siren at a waterfall/farmstead full of cultists) Of course nothing interesting needs to be there but then again why not have something interesting there, the game isn't about running the players to your own plots saying that anything else they do is pointless, give improv a go or on the other hand have 3-4 prepped adventures for random insertion into your campaign. Of course if the players say they want to get to their destination and fast forward everything else go through the description of the scenery and how it changes and then have them appear outside said destination. I would say the "you travel 2 weeks your there" description of travel is taking a bit too much out, even "you set off north from the town of Clee the lettuce fields turn to wild grasslands as you travel along the old kings road, you see the occasional farm and merchant on your travels but it seems the road is not in regular use, finally on your 14th day of travel you descend into a valley, an abandoned keep rising from its centre, which can only be the Keep of Vale you have been sent to explore" Note by leaving the descriptive options in players, may go erm can I buy something from the merchant, or can we bed down at that farm, adding in an extra bit of interaction, where you can sow a seed of plot/give interesting information to the players [/QUOTE]
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