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Travel In Medieval Europe
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<blockquote data-quote="MGibster" data-source="post: 8640575" data-attributes="member: 4534"><p>I feel as though this works great in a novel. While traveling, there's plenty of time for dialogue allowing us to get to know the characters, foreshadow events, and even move the plot along. However, the author has control over the characters in a novel whereas the DM really doesn't have control over the characters in a game. There are times when my players engage in dialogue that reveals something about their character, provides exposition, or even moves the plot along, but when that happens is entirely unpredictable and almost always a surprise. </p><p></p><p></p><p>In my case, the players see it as a fail condition. "We're being paid to do X, not go check out Y over there. Let's just skip it and continue our journey." Though I can see this from the DM's perspective as well, how many times have we heard of players just completely ignoring the plot and going east when all the "Adventure This Way!" signs are pointing west? </p><p></p><p></p><p>Yeah, talking about it would help. At my table, part of the problem is that my players see the game as being rather lethal, which is not unfair, and are hesitant to risk their characters' necks without a surefire sign that they have something to gain. As a player, I'm the opposite. I will go explore and if my character dies then he dies. </p><p></p><p>I've been toying around with running a campaign where all the PCs are ogres traveling from their homeland to another part of the world. I hadn't solidified the reason for their travel, I was toying around with the idea of them in search of the ultimate spice for culinary purposes, but because of this thread I'll have them all go on a pigrimage. When I pitch the idea, I think I'll make it clear that it's a long journey and there will be adventure along the way. i.e. You're going to have to stop and smell the flowers.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8640575, member: 4534"] I feel as though this works great in a novel. While traveling, there's plenty of time for dialogue allowing us to get to know the characters, foreshadow events, and even move the plot along. However, the author has control over the characters in a novel whereas the DM really doesn't have control over the characters in a game. There are times when my players engage in dialogue that reveals something about their character, provides exposition, or even moves the plot along, but when that happens is entirely unpredictable and almost always a surprise. In my case, the players see it as a fail condition. "We're being paid to do X, not go check out Y over there. Let's just skip it and continue our journey." Though I can see this from the DM's perspective as well, how many times have we heard of players just completely ignoring the plot and going east when all the "Adventure This Way!" signs are pointing west? Yeah, talking about it would help. At my table, part of the problem is that my players see the game as being rather lethal, which is not unfair, and are hesitant to risk their characters' necks without a surefire sign that they have something to gain. As a player, I'm the opposite. I will go explore and if my character dies then he dies. I've been toying around with running a campaign where all the PCs are ogres traveling from their homeland to another part of the world. I hadn't solidified the reason for their travel, I was toying around with the idea of them in search of the ultimate spice for culinary purposes, but because of this thread I'll have them all go on a pigrimage. When I pitch the idea, I think I'll make it clear that it's a long journey and there will be adventure along the way. i.e. You're going to have to stop and smell the flowers. [/QUOTE]
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