Keeping the unexpected just that?
Posted: Wed Sep 04, 2013 7:12 pm
*Potential Spoilers from TFW*
First, I apologize if this subject has been hashed out by previous posts or if it is so obvious that I am embarrassing myself by asking it. I will admit, I am very new to RPGing. In fact, I have never played one. Despite that, I am attempting to LM one with three players, one of which is experienced in DnD and has said I've done an impressive considering my lack of experience.
That being said, my biggest issue at this point is finding a happy medium in the Journeys section.
For example, my group is walking through the Don't Leave the Path quest from TFW. I use narrative time for bulks of the journey until we get to various scenes or encounters. I switched things up in this because my characters are woodmen and elves so I had the quest begin in the Woodland Hall and actually work the opposite direction from the written quest. I also added a stop in the town from the Kinslayer Quest of TFW.
Anyways, the non-surprise encoutners like stopping in a town or meeting the Hermit or what-have you are pretty easy to work in. Working in 'surprise encounters,' such as Baldor drinking from the enchanted stream, has been more difficult. When we're travelling through narrative time and 'nothing exciting' is happening then all of a sudden I describe them finding a camp-spot for a seemingly innocent evening, its pretty obvious to the players something is up.
I suppose my question is, do you have your characters role play every day of the journey, including specifically stating 'we are keeping watch' or 'we are exploring for a campsite?' I don't want my quests to always feel like me talking about the environment interspersed with bad things happening to them...
Thanks in advance for any help you may offer!!!
First, I apologize if this subject has been hashed out by previous posts or if it is so obvious that I am embarrassing myself by asking it. I will admit, I am very new to RPGing. In fact, I have never played one. Despite that, I am attempting to LM one with three players, one of which is experienced in DnD and has said I've done an impressive considering my lack of experience.
That being said, my biggest issue at this point is finding a happy medium in the Journeys section.
For example, my group is walking through the Don't Leave the Path quest from TFW. I use narrative time for bulks of the journey until we get to various scenes or encounters. I switched things up in this because my characters are woodmen and elves so I had the quest begin in the Woodland Hall and actually work the opposite direction from the written quest. I also added a stop in the town from the Kinslayer Quest of TFW.
Anyways, the non-surprise encoutners like stopping in a town or meeting the Hermit or what-have you are pretty easy to work in. Working in 'surprise encounters,' such as Baldor drinking from the enchanted stream, has been more difficult. When we're travelling through narrative time and 'nothing exciting' is happening then all of a sudden I describe them finding a camp-spot for a seemingly innocent evening, its pretty obvious to the players something is up.
I suppose my question is, do you have your characters role play every day of the journey, including specifically stating 'we are keeping watch' or 'we are exploring for a campsite?' I don't want my quests to always feel like me talking about the environment interspersed with bad things happening to them...
Thanks in advance for any help you may offer!!!