this post was submitted on 17 Jul 2023
40 points (97.6% liked)

rpg

3210 readers
14 users here now

This community is for meaningful discussions of tabletop/pen & paper RPGs

Rules (wip):

founded 2 years ago
MODERATORS
 

Pretty short and sweet, how do you successfully narrate travel between points of interest as a GM without it being all hurky-jerky?

I'm imagining attempting to narrate the epic travel scenes in Lord of the Rings, where they travel for days in fast-forward with nothing really interesting happening, only to then suddenly have time reel down to normal when something is about to happen. Every time I try this in a game though it just feels awkward and abrupt, while also clearly indicating to the players that something is going to happen.

Is there a way to make this a more smooth and natural transition?

you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 1 points 1 year ago

The campaign and system are all about traveling though dangerous lands from point to point, exploring along the way and staying alive. I think maybe though I've put too much emphasis on the points if interest and not enough thought into the travel in between. Possibly this is because there's built-in pressure to do this as quickly (and sure, safely) as possible, so I never really thought about them actually doing things when they don't need to slow down and fight/explore.

Hmm ... Maybe doing the "who's scouting" and prompts like that can be a good lead in and out of these obstacles where things speed up and slow down!