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#21 |
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Join Date: Feb 2009
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Well, the specific adventure that sparked my great unhappiness (and sparked Godogma starting a whole new campaign based around warp gates) was 2 weeks of hiking to go help some merchant jumped by some bandits that was resolved in 2 combat rounds, so a 4 week round trip for 10 seconds (this wasn't GURPS, if it was, would have been 2 seconds) of work
And the quest giver had hiked 2 weeks presumably to give us this quest. Which had nothing to do with any of our specific abilities and could have been just as easily accomplished by any other random replacement level adventurers. Said adventure did likely contribute to my fondness for characters who had some way of getting from A to B briskly There is nothing wrong with travel in the right context. For instance, people travel to MD Anderson Cancer Center in Houston from all over the globe since cancer. You don't travel to Houston from Abu Dhabi to use the laundromat Similarly if the party wants to visit the Lost Temple of Lost Loot in the Lost Lands makes sense for that to be a hike An example of a very good use of extended travel in starslayers game was a multi session story arc where the party escorted a sapling of the Elder Tree from the Enchanted Forest to the New Continent. It was explained IC that elder tree saplings are delicate magically and can't be magically transported so we had plausible in game justification for why we weren't just using a portal |
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| dungeon fantasy |
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