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?

  • corcaroli
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    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.