With “adventuring” being the central theme of most
roleplaying game systems, travel takes on considerable narrative and mechanical
significance. While planning out their campaign, a game master needs to decide
how this will factor into the narrative they have in mind. Even if you confine
the player characters to a single city, you need to capture a sense of travelling
in some way. The players shouldn’t feel like their characters are
instantaneously zapping to their destination. Unless that’s literally what
they’re doing. Regardless, a GM should decently simulate the idea of traveling
without negatively affecting the flow of the game.
After you or the PCs establish how they intend to get
around, determine a way to integrate that into the narrative. No matter what
option they’ve taken, it can offer an opportunity for an encounter. Cars break
down, coaches get robbed, and starships get boarded.
Even campaigns with
restricted settings can use this method. A walk across a city will bring the
PCs into contact with pickpockets, authorities, or worse. These sorts of
encounters create an interruption between point A and point B, in turn offering
a tangible representation of that journey. Particularly intrepid GMs can set a
session around one of the PCs detours. This is an easy way to
bring in something off the beaten track, while also conveying the sense that
considerable time and distance have passed.
Of course, nothing this involved is essential. Even the Indiana Jones films often depicts the
hero’s journeys as a line traversing across a map. An easier way to capture the
sense that the PCs have traveled is to create an immediate contrast between their
starting point and destination. Whenever you introduce an area, make a point of
establishing as many details as you can manage. The architecture, the
inhabitants, the distinguishing features, the weather, even the stench and
temperature. Besides adding to the player’s immersion, this will make it easier
to distinguish to different areas. The contrast that creates can substitute for
actually having to describe the journey. This route does require more
commitment, even if it is less invasive than other methods.
Even if you take a more minimalist approach, make sure to
work the PCs’ journey into the narrative in some way. End or begin a session
with them boarding or departing from their means of travel. In a more advanced
setting, sticking the PCs in a customs office can have a similar influence,
while offering some memorable roleplay opportunities. Of course, you can take
the opposite approach and make traveling the center of the entire campaign. The
PCs goal can be to simply reach a city, military base, or other place. The
destination can exist entirely as an endpoint, possibly to be explored in a
later campaign. The different sessions can unfold from the obstacles that
prevent them from doing so and the other issues with traveling can influence
the challenges posed. Travel can be a small component of the story or
alternatively the entire narrative. It’s up to the GM to decide how much of a
role it will play.
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