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Wind Walk
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<blockquote data-quote="iserith" data-source="post: 6515715" data-attributes="member: 97077"><p>It sounds like they're really interested in using the spell because they're spending time finding ways around your limitations. So I wouldn't seek to put limitations on it anymore. It could be your players would just rather montage getting from Point A to Point B in some cases.</p><p></p><p>If you're got a linear plot you want them to experience during travel, I'd just say so. "Look, I wanted to emphasize the day to day travel in this part and offer some opportunities for exploration and social interaction. What do you think?" Seek their buy-in on establishing their characters' interest in and connections to your plot, then carry on.</p><p></p><p>As well, if they're skipping over the deadly perils their bold adventurers should be confronting, then are they still managing to create an exciting, memorable story as a result of play? If they are not, then <em>wind walk</em> is not helping them achieve the goals of play and that's worth addressing directly. </p><p></p><p>Personally, I'd set about creating incentives for them to travel without using the spell - stopping to smell the roses provides opportunities for finding treasure or gaining other benefits. You'd just have to telegraph that ahead of time so they can make a meaningful choice: Slow our roll and get a shot at benefits or get misty with it. If you can balance that creatively with an external time pressure and perhaps even a cost for arriving too early to Point B, there'd be a nice tension created.</p></blockquote><p></p>
[QUOTE="iserith, post: 6515715, member: 97077"] It sounds like they're really interested in using the spell because they're spending time finding ways around your limitations. So I wouldn't seek to put limitations on it anymore. It could be your players would just rather montage getting from Point A to Point B in some cases. If you're got a linear plot you want them to experience during travel, I'd just say so. "Look, I wanted to emphasize the day to day travel in this part and offer some opportunities for exploration and social interaction. What do you think?" Seek their buy-in on establishing their characters' interest in and connections to your plot, then carry on. As well, if they're skipping over the deadly perils their bold adventurers should be confronting, then are they still managing to create an exciting, memorable story as a result of play? If they are not, then [I]wind walk[/I] is not helping them achieve the goals of play and that's worth addressing directly. Personally, I'd set about creating incentives for them to travel without using the spell - stopping to smell the roses provides opportunities for finding treasure or gaining other benefits. You'd just have to telegraph that ahead of time so they can make a meaningful choice: Slow our roll and get a shot at benefits or get misty with it. If you can balance that creatively with an external time pressure and perhaps even a cost for arriving too early to Point B, there'd be a nice tension created. [/QUOTE]
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