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Worlds of Design: Medieval Travel & Scale
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<blockquote data-quote="Theo R Cwithin" data-source="post: 8040036" data-attributes="member: 75712"><p>Very interesting article and links. It can hard to make players appreciate just how slow walking is, and how big the distances walked can get. And any attempts I've made to do so feels somehow <em>punitive</em>.</p><p> </p><p>Any pointers on how to address these sorts of transportation issues in-game? It's easy enough to handwave away in a high-magic game, but what about low-magic or even historical campaigns? How do GMs exploit the hazards, distances, and even tedium to make richer game experience? How do you play up just how valuable those folding boats or boots of longstriding actually are in such worlds?</p><p></p><p>(Oh, and a related issue: distances in sci-fi!)</p></blockquote><p></p>
[QUOTE="Theo R Cwithin, post: 8040036, member: 75712"] Very interesting article and links. It can hard to make players appreciate just how slow walking is, and how big the distances walked can get. And any attempts I've made to do so feels somehow [I]punitive[/I]. Any pointers on how to address these sorts of transportation issues in-game? It's easy enough to handwave away in a high-magic game, but what about low-magic or even historical campaigns? How do GMs exploit the hazards, distances, and even tedium to make richer game experience? How do you play up just how valuable those folding boats or boots of longstriding actually are in such worlds? (Oh, and a related issue: distances in sci-fi!) [/QUOTE]
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