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?

  • Mike (Sly Flourish)@ttrpg.network
    link
    fedilink
    arrow-up
    3
    ·
    1 year ago

    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.

    • TotallyGuy@ttrpg.network
      link
      fedilink
      arrow-up
      0
      ·
      1 year ago

      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.

      I do this. I learnt it from a game called Torchbearer which features a travel subsystem. The journey gives you a toll based on how far it is, what sort of terrain etc. To pay a point of toll you need to expend a ration of food and one of water, else you can pay it by having equipment break such as shoes and armour or you take horrible conditions.

      You can take a role on the journey which increases your individual toll but allows you to do something that will benefit the whole team. A scout gets a chance to save against encounters. A hunter or forager will test to find food. A cartographer will map progress. A cook tests to stretch those rations. A guide is essential to get to the destination.

      A difficult journey has resulted in the party sacrificing their animals which is something I’d never seen happen in any other system!

  • Redsven@lemmy.world
    link
    fedilink
    arrow-up
    3
    ·
    edit-2
    1 year ago

    So I use a generator that I’ve built filled with prompts collected from books and community posts. I’ve got all of these broken down into categories. Theres a few for combat at varying levels of difficulty, and those include some where the combat is already over, and the parry can talk to the winners or aid the losers, or about to start and the party could possibly intervene to prevent it.

    Other prompts include foliage, beautiful sights, landmarks, historical events, npcs, whatever your players are likely to be interested in. You got a druid? Plants and animals. Bards or other social characters? You need travelers to meet. It’s all about knowing what hooks your party will bite on.

    So let’s say you have a list of 8 things that are happening between the two points of travel. You need a meaningful way for the party to choose what they want to interact with. You could draw a small hexmap of the area and put a reference for each interaction on it asking them to move a token as they decide to travel. Or you can consolidate to a few paths and group your prompts along each one. Here’s an example:

    "You stand at the top of a high hill and survey the area ahead of you. There appear to to be two paths forward, the one on the left has recent wheel tracks from a wagon that looks like it was weighed down with cargo (this signals that merchants or refugees came through here), it leads into a forest with a dense canopy that covers the valley ahead. It looks like there is a clearly as the earth slopes up the far side (maybe there’s a lake, or a small village, just a cabin, the site of an ancient battle or a hill dwarf logging operation.

    The other path heads towards the mountains, it looks like it’s going to involve some climbing (now the parry knows there are skill challenges this way), you can see some sort of altar or shrine on one of the lower cliffs that glitters with precious metals (do they seek treasure, is there a cleric or paladin in the party?). There are footprints here, but they are faded, no one has gone this way in a while (this means I’ve grouped the harder combat encounters here too)".

    The key here is not just asking them to choose arbitrarily, but to inform them of what’s coming and give them a chance to chose what they want to do. Both paths will lead to the same place but have very different experiences on the road.

    I’ve gotten pretty wordy already so I’ll stop here, but if you want to go into more detail about building roadside encounters, I’d love to.

    I started my current campaign with absolutely no plot in mind. I chose characters and players I liked and gave them a campaign long escort quest of an author that needed to travel and see remote places and customs to write about. So these kinds of encounters are a huge party of my game.

  • GataZapata@kbin.social
    link
    fedilink
    arrow-up
    2
    ·
    1 year ago

    First decide how gamey and mechanic you want it. A tried and tested but fairly prep intensive way is a hexcrawl. Rolling tons of random dice for every travel day can also be a neat way to fill a session! Roll for weather, environment, maybe a big list of random encounters, geographical features, local fauna etc pp. The dice will surprise even you, be ready to improv.

    More free form ways would be to make the travel a skillchallenge/extended challenge, or use a montage approach as presented in fellowship or 13th age.

    I like to mix and match the last 3 things I mentioned: random rolls, skill challenge and montage. Of course, this heavily depends on gam, too!

    • KiloGex@lemmy.worldOP
      link
      fedilink
      arrow-up
      1
      ·
      1 year ago

      I’m shooting for a combination of the 2 kind of. Think spaced out hexes with montages linking them together. It’s the transition between the 2 that I’m having a hard time with. Maybe looking at games like Fellowship that really specialize in this sort of gameplay for inspiration could be helpful!

  • Lazerbeams2@ttrpg.network
    link
    fedilink
    arrow-up
    1
    ·
    1 year ago

    I like point crawls for this. I mark a few points of interest and how long it takes to get there. Travel is fairly abstract until they get to a point of interest. Once they get to the point of interest, things slow down so that they can find cool things, meet npcs, fight monsters or some combination of those things

    If the area is hard to navigate then a failed survival check might send them to a different point of interest

  • BalanceInAllThings@ttrpg.network
    link
    fedilink
    arrow-up
    0
    ·
    1 year ago

    Maybe have kind of a group based skill challenge for the whole thing?
    Like instead of going through the minute detail of everything, summarize the whole thing into a few skill checks, but without bogging down with a million checks. Ask them which skills they wanna contribute to the journey?
    Relevant Matt Colville vid:
    https://www.youtube.com/watch?v=GvOeqDpkBm8&t=567

    Idk, maund they each commit a few specific skills and how that goes kinda becomes the basis of the narration even though the thing itself is mostly uneventful.

    Maybe they’ll end up finding a shortcut, maybe they have a particularly bountiful hunt/meal, or maybe clear an obstacle, maybe the bard’s performance has them in particularly good spirits and they make better progress. Successes vs failures wouldn’t mean the travel fails, but might help flesh out how that happens or even just influence the time they take to get there.

    Just a few rolls for the whole thing.
    This could keep it more dynamic than just fast forwarding, without having to go through every day/ night cycle and spending half a session inbetween every place.

    On avoiding clearly indicating to the players that something is happening, maybe have “non-encounter” events here and there?
    Like, if travel is always a “cinematic” and whenever they’re in control, it’s something special, then they’ll always expect something special.
    Interrupt whatever they’re doing with something more mundane, fluff.
    Even just a particularly nice sunset.
    Maybe they find a landmark that’s just that: a landmark that they add to their map but that has no ulterior purpose.
    Or maybe a tree that was struck by lightning obstructing the road or whatever road hazard (but NOT an ambush for a change). Do they just avoid it? Clear the road?
    There’s probably not that many road maintenance crews going around, whatever obstacle will probably still be there when they come back. Or maybe an NPC has to deal with it.

    Disclaimer: I haven’t DM’d anything yet, but coming with some interesting narration for everything isn’t something that would come easy.
    Shifting some of that responsibility to the players and which skills they choose to commit for the journey can kinda tell a story in itself or at least jog some of that creative bone in action with how well/bad they’re doing.

    • KiloGex@lemmy.worldOP
      link
      fedilink
      arrow-up
      1
      ·
      1 year ago

      These are all great ideas! The system I’m mainly running is moving from event to event just like these. A mixture of fights and obstacles, with points of interest also sprinkled in where they can find world building things.

      My bigger concern is moving from one of these to the other in a smooth way, without it clearly feeling like we’re just jumping from one point to another. But … maybe there’s just no getting around that.

      • BalanceInAllThings@ttrpg.network
        link
        fedilink
        arrow-up
        1
        ·
        1 year ago

        I have no real experience, but I think you don’t really need to jump from one point to another if you dont “zoom in” too much on those points to begin with.
        If you go the skill challenge way, I think the idea is to use the collective results as inspiration to paint broader strokes of their journey without each roll being something that happens in fine sloggish detail.
        Ask your players to commit 2-3 skills they’re proficient in that they think would be relevant to the journey and how they do that.

        But mostly, the skills are just an excuse to ask the players what they do during the journey instead of coming up with everything yourself?
        I’ve never done any of this, but offloading creative work to your players seemed like a really smart, lazy idea that I stole that from someone.

        Obvious skills like Survival, Nature, Cartography, Perception. Maybe animal handling works for taking better care of horses? Maybe religion helps if they’re travelling in the vicinity of a temple.
        Maybe Stealth or even Intimidation can lower the odds of an encounter.
        Asking the players which skills and how they use it, having them come up with the reason they think that skill would work kinda does half the job for you.

        The point not being to roleplay each individual roll, but more like… using the collective results for a short “cinematic” between the places.
        The rolls not being a fail/succeed, but more a degree of success kinda thing.
        Maybe the DC is absurdly low, but a Survival roll of 10 means they forage just enough food without needing to hit their rations, while a 15 means they hunt a nice animal for a particularly nice meal.
        Maybe they fail Perception, but suceed Stealth and nothing happens to them.
        Might be easier to take the rolls (or even their passives) and narrate the travel in the past tense based on that. Taking the passives could make a lot of sense as it’s pretty much a textbook passive rather than heat of the moment situation, takes less time but since it’s much less swingy, that’s not as helpful to narration.

        Idk, maybe they get 3 out of 5 successful rolls:
        You rode by day and camped by night for a few days. PC x survival skills allowed you all to subsist on the nuts and berries these plains have to offer, you even had an omelet one morning which was a welcome change from rations. PC y thinks they’ve done a good job of hiding your camp sites, maybe you were just lucky enough to avoid the roaming creatures of the night, but it certainly felt safer than camping in the open. PC z’s flute kept you in good spirits and you’ve made good progress and you’ve arrived half a day earlier than you expected and you are well rested.

        If they failed hard on every roll, they don’t fail to travel and go back to square one that’d just be annoying.
        They’re just a bit late, hungry and tired from the journey. Which in itself… might prod them to the local inn, whereas they might jump straight into something a job if their travels went better.

        Hell, depending on their level, you could even narrate a past mundane combat encounter: on the third day, a small pack of ghouls found your camp in the night but you were well prepared and made quick work of them.
        Although, getting rid of them proved easier than the stench, you didn’t have much appetite in the morning and you were happy to break camp early.

        Pathfinder:Kingmaker crpg kind of has something like that for overland travel. With “roles” you can assign each character. Watch duty, Stealth, Foraging.
        Maybe ask them what they do in their downtime too.

        Maybe the warrior sharpened their weapons, and you can give them a +1 damage just for the next encounter.
        Maybe the bard’s performance lifted their spirits and they have advantage on their wisdom saves.
        Cooking utensils already have rules for recovering more hp during a short rest, but that’s not too useful in a longer travel, maybe they get a few temp hps instead.

        Again, I’ve never done any of this, so use appropriate amount of salt.

        Try a few things out, switch it up, but also ask your players?
        It’s perfectly ok not to bother with the mundane sometimes if you just wanna get to the next big thing. Fun is the only real rule.

  • corcaroli@ttrpg.network
    link
    fedilink
    arrow-up
    0
    ·
    1 year ago

    Describe the place they are leaving. Ask them how do they feel about that. Then do a montage of their journeys (just a couple scenes) and ask someone to pitch in, like «Ranger, what’s totally unexpected grows here?», or «You see a small pillar of smoke, seems like there is a small village off the beaten path; Cleric, who do they praise here?». And after that you can tell them «…so, you’re here».

    • KiloGex@lemmy.worldOP
      link
      fedilink
      arrow-up
      1
      ·
      1 year ago

      This aspect is really close to what I’m trying to accomplish. Zoom in on some action, then montage the travel until they hit another focus point. But you’re advice of prompting something of interest and letting them lead into the focus scene is take neat!

      • corcaroli@ttrpg.network
        link
        fedilink
        arrow-up
        1
        ·
        1 year ago

        Involving your players in worldbuilding, even in games like D&D, is a fantastic way to engage them. Places they describe might not be relevant at all, but it lets them stay engaged in the game nevertheless. And also you can feature some of their creations later! AND you get to listen to them and not to do this work yourself! It’s a win-win situation.

  • aaron_griffin@lemmy.world
    link
    fedilink
    arrow-up
    0
    ·
    1 year ago

    The idea that the GM needs to be this epic narrator as if they were an author is something I wish would die. The medium of play is different.

    Here’s some things I do for long travel scenes that have no backing mechanics:

    • ask the PCs pointed questions. “You don’t see any animals in these vast plains, how do you eat?” or “The road is alternatingly rocky and muddy, and it does a number on the wagon’s wheels. How do you keep them in working order?” or even “The night out here is too dark. What do you do to make each other feel safe at night?”
    • when pointing anything out, give two details and a small twist. Encourage them to ask questions for details, but don’t drill down into nitty gritty scenes. “The motion you thought was a river from a few miles back is a mass migration of centipedes. They seem too small to be of harm, and Karlen your guide demonstrates this by striding across them. The ones he crushes underfoot give off a sweet maple scent”
    • ask players individually how they pass the time. Do they zone out? Practice the florghorn? Play betting games with the cooks? Whatever they say, drill in and ask more questions.

    What I’m trying to get at is that the conversation, not narration makes travel memorable. Converse with your players. Encourage them to converse with you.

    • blipcast@ttrpg.network
      link
      fedilink
      arrow-up
      1
      ·
      1 year ago

      This is great advice. I like how this shares the narrative burden with the other people at the table. Mini-encounters like these give you some insight into a characters values, it’s less railroad-y, and there’s always the threat that it could turn into a big encounter if handled poorly. Plus, the players discussing what they want to do takes up some real world time, and that makes the travel seem less instantaneous.

    • KiloGex@lemmy.worldOP
      link
      fedilink
      arrow-up
      1
      ·
      1 year ago

      I completely agree! I think my shorthand of using “narrate” was possibly misleading. It was more about how to transition between points of interest leading to and from these conversations. You bring up some great pointers though that are super useful!