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Narrating Travel

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?

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  • I usually try to drop in one scene or situation along the way usually at the site of a notable landmark. You can roll randomly for the landmark and maybe two groups. Maybe they’re fighting. Maybe one group already beat the other group. Maybe they’re friendly. Just a situation to expose something about the world and it’s history and people.

    You can also use it as an opportunity for campfire tales. Ask each player ahead of time to think about what their character thinks of what they’ve done so far and where they’re going. Have each player share their thoughts during a long rest along the journey.

    Finally, if the characters are traveling anywhere with risk you can define some traveling roles like who is scouting, who is trailblazing, and who is provisioning. Have them roll checks on these jobs to give you some interesting ideas about what might happen along the journey.

25 comments