How do you handle travel in your tabletop games? I want there to be an IRL feeling of time passage so the players don't get disoriented (this has happened before where 1 session was 3 weeks in-game and it seemed to throw the players off), but I also don't want to spend an entire session with the party on le epic adventure of dicking around in the woods or dirt trails doing fuck all besides maybe getting jumped by goons.What's your solution to this?
>>94396456Put a landmark at the halfway point
>>94396456>What's your solution to this?Use travel procedures.
>>94396456My last game 95% of the campaign was unironically set in a single city and it's outskirts. Then again the premise was that the players were trying to establish themselves as a crime-ring, GTA style, sooo...
>>94396456What do you mean dicking around? Why didn't you create anything interesting?
>>94396456>I don't play games, I just want to theorycraft about useless shit that has virtually no bearing outside super-specific situationsNormally I would tell you to go out and do some grilling, but it's November, so best I can do is telling you to go fuck yourself.
>>94396527This.>>94396603Not this crap. The extra steps achieve nothing except "Teehee, you're actually 20 miles off from where you thought you are." and, especially with the shitty tables in OSE, flavorless encounters that don't fit their environment.
>>94396603>I want to make the game full of useless tedium
>>94399445>hallway simulator even during overland travel isn't tedious
>>94400481... the fuck you were even trying to say when bumping this useless thread from page 9?
>>94396456.1. leaving, 2. setting the terrain, 3. optional combat encounter, 4. optional story encounter, 5. arriving. Each section 4 sentences max of description.Start by asking the players how they handle their travel plans, if they're working on anything, track generally what kind of supplies they have. The leaving describes the scene as they depart and the city fades to agricultural lands before the wilds, whatever. Then a brief description of how the nights and mornings and days go by.This is where I'd put a combat encounter if I wanted to include one. Generally base it more around the terrain. They're travelling through an arroyo or following a river when out from a thicket of blackberry brambles, or as they turn the switchback on the cliffs above them...Then a story encounter with maybe pilgrims or peddlers--someone coming the other direction who offers some local color about what's up ahead. Or a landmark like an oasis where some red berries are growing, a meadow where six deer are lounging in the sun and grazing the waist-tall grass, realizing they've reached the southern forest as firs give way to broad leaf maples and trout leap from a bubbling brook...Then my four sentence introduction to whatever area they're arriving at. The traffic on the road increases and you see [culturally appropriate] travelers who set the scene...It's an easy, short section that's mostly reading descriptions and asking "what do" to things I don't have any particular resolution planned for. Wanna stop and talk to the pilgrims about the road ahead? Go for it. Pick the berries or fish if you'd like. Make loud noises to scare off the owlbear if you don't feel like fighting. Talk to the traders leaving city markets to be reminded that brandishing weapons in the city is illegal. Whatever. Skippable, scene-setting, short.
>>94396456Spend like, 30 seconds describing the scenery. Describe how the wind is at their backs and the ever present landmark of the blue mountains with their snowcapped peaks chaperoning their journey.You want to get the travel montage scenes from the LOTR movies condensed into some flowery, nice sounding prose for the players before you segue into them arriving at the next landmark/encounter/camp.
>>94396456Make a list of interesting stuff in the wilderness.Roll for an encounter for every hex/6 miles.Make sure you measure time as well. You cannot have a meaningful campaign without tracking time.
>>94404387>Every game is a hex-crawlAsk me how I know you never played anything at fucking all, you fucking secondary
>>94404615Played only games worth my while.Players must understand the sense of scale of the collectively imagined imaginary world in order to fully realize their part in it. Measured hexes or other exact measures presents a tangible way to compare the character's ability to traverse to the real world estimates. If there is no sense of scale or the whole ordeal of travel is waived completely, there is a gaping whole in the in-world narrative which (to rational people) begs to be explained.
>>94396456Day by Day, session thru session. I fucking hate "okay now you are here"
>>94396456Really depends on the game. OSR stuff I've been using fairly basic wilderness travel, hex maps and a fairly well outlined stocking procedure with limited player knowledge and resource tracking. The passage of time is aided by things like seasonal weather and describing the phases of various celestial bodies, land marks and getting the players to mark things on their own map. For more story-oriented games like Apocalypse World or Dogs in the Vineyard it varies a lot but ends up being much less procedural and while the narrative control mechanics are built for players to be able to 'fast forward' it doesn't come up unless I'm doing so. Works well for the format of travelling troubelshooters to have a map as well, same for the apocalypse world game. Considering taking the UVG pointcrawl set up and trying that mixed in, its almost enough material to easily make moves and settlements with on the fly or one area ahead of time as light prep. What I guess I'm getting at is giving the players a map with space in it, and having them mark it up, combined with descriptions of areas and events along the way, end up creating a feeling of the passage of time.
>>94396456If my players will it, they teleport and arrive at their location immediately. There is no conflict or intermediate journey. In fact my players just can achieve anything they want by asking.>>94404615>hex-crawl>never played anything at allThis is such incoherent vitriol I can only assume you have some kind /tg/-induced tourettes. I hope your doctor can help you with that anon.
>>94396456What do the rules in the game you are running say first of all? Have you tried reading them and using them?
This kind of lame bullshit is why this board is dead and should be deleted
>>94410386this board is dead and should be deleted?
>>94410386I genuinely miss the 7 day autosage. It at least kept the pretense this board isn't a rotting corpse, even if maggots were spilling out of it already