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23

Yes, Absolutely. In any circumstance where you're trying to shoo in a sense of urgency and you need to be at the castle to rescue the princess as soon as possible, and you're sure that the princess is acutally at said castle after performing divinations or using your information and contacts to confirm her location, fast forwarding keeps the emotions at the ...


10

PCs have an opportunity cost to use magical travel (a wizard who prepares teleport is using a high level spell slot, of which he probably has only a few -- possibly only one). If the group chooses to travel by overland flight, they won't be able to take their mounts, so if they get separated from their spellcaster, they'll be stuck on foot. Teleport has ...


10

I know it isn't the first answer you're looking for, but this link is a free huge hi-res map of the Sword Coast direct from WotC with a map scale. It looks like it would be pretty easy to figure out the distances on that map, using that scale. For example, I figure the journey from Waterdeep to Triboar, based on this map, is about 300 miles.


8

This largely depends on both you and your group. Do they want a lot of random encounters? Would they prefer to just play the module out? Do you want to throw things in the mix to interfere? Hoard of the Dragon Queen, and the Rise of Tiamat, both allow for a lot of flexibility. In addition, they use milestone levels instead of XP based levels. So encounters ...


5

Passing time is a useful technique. Time should always be passed when no one is interested in a given period of time and no result of the time period will matter later. Time should not be passed if anyone is interested in the events of the time period (usually because they want to act in it) nor should it be passed if any player's understanding of what is ...


4

My solution for this problem is to not run campaigns with high-level characters in them (either PC or NPC). I plan for my plot to end when the characters hit level 9, and there are no level-9 NPCs, so all those spells you mention are simply not available. There are still a few low-level travel spells, such as communal mount which summons fresh horses for ...


4

This table is, indeed, calculated by assuming that a ship can produce constant acceleration away from its origin, instantaneously pivot 180o at the midpoint of its journey, and constantly decelerate for the second half of its journey. The greatest veloticy thus attained (w.r.t. origin) in the table above is roughly 1 million m/s--1/3 of one percent of c--so ...


4

I do this all the time in my campaigns. I play with my group during the school year since we are in college. So running my game is more of a Cinematic feel. If they need to travel 200 miles from one town to the outskirts of where the adventure truly lies, I deem it unnecessary to "waste" our limited game time on random bandit attacks on the road. That said, ...


3

Distance is one of the factors into determining the Pathfinder obstacle, although it is abstracted. Pathfinder Factors Destination: Nearby, a short journey, a long journey, remote or isolated The GM should choose which of these seems most relevant. There's no explicit speed listed or distances involved. The map doesn't even have a scale. Refer to ...


3

I'm going to answer this with a somewhat unhelpful "It depends." My answer isn't intentionally unhelpful; it's just that the nature of role-playing games makes answering your question difficult. Let me 'splain... With my group, I'd never force them to go from location to location in a specific order. My players expect that they actually have a choice in ...


2

I do stuff like this for things like retreading through cleared dungeon floors, but for stuff like exploring the dungeon itself it's kind of expected that you at least give them the ability to search through the map and try out all the different paths themselves- if you just strip away the map and skip right into the necessary encounters one after another ...


2

Overland travel spells and magic items disrupt the value of several fantasy elements that I don't want to sacrifice in a campaign I'm going to be generous and assume that "I" above means "my players and I". If that is the case and that where your group finds the fun in a the game is in "mounts, vehicles, the vastness and dangers of wilderness, the ...


2

In my experience, unless a journey will have something happen during it, don't waste time on it. Tell the players "This will take 10 days, is there anything particular you want to do while traveling?" and then react accordingly. If you want a chance of a random encounter, roll it at the start and throw it in, but don't make it go day-by-day if there is no ...


1

Yes. Just tell them the story about what happens, taking their character's normal behaviour into account, and only play the interesting parts. Better is to do the same but allow them input and ask for clarification as you tell them and just decide what the results of their actions are to fit the story.


1

Create an Atmosphere Most fantasy books include travel that describe the journeys with some level of detail, you can just imitate one or two of these. Atmosphere can give the players a feel of what they're fighting for: the simple peasants that don't understand the encroaching danger, the natural wonders that might be befouled. (Remind the party of the ...


1

Long journeys can be played as a series of transitions, rather than as a series of points with nothing in between. Rather than describing landmarks, you should describe the environment in general terms, giving it some effect that it is having during that transition. This means that players have to ask questions to get specifics, and won't think that the ...



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