With being down an adventuring companion, Nerdarchist Ted we skipped the Live Chat this particular week. I didn’t feel up to soloing that monster.
With Nerdarchist Ted being on the road let’s use that as our point of inspiration for this week’s newsletter. Why might Nerdarchist Ted encounter during his travels or any adventurer for that matter?
Travel is weird in D&D and TTRPGs. It either gets skipped or becomes a drawn-out agonizing slog in the game. We tend to do several things during travel in our D&D games. First and foremost we have a zoom-in and-out approach to D&D travel. The Dungeon Master will narrate in broad strokes what happens until something occurs that the players get to interact with. It’s at this point that we zoom in for some type of encounter whether it is combat, exploration, or a social interaction.
The next thing that might happen in our D&D game is the Dungeon Master might call for a round of player agency. Essentially the DM will go around the table and ask each player for something interesting that came up during the travels. This could be an obstacle the players had to overcome, an NPC they met along the road, or just something interesting that came up like that day when it rained whiskey for an hour. Ultimately the DM has the final say over these additions to the game.
It’s entirely possible depending on what the players add to the game the DM might call for a zoom-in on that particular player addition.
Example:
Player: “There was a warband of orcs we had to evade.”
DM: “Really how many orcs? What time of day? How will you evade this warband? Everyone give me an initiative roll, we’ll be playing this one out.”
The other area where travel can be spiced up and made to be a little more meaningful is the unexpected side quest. This can be something completely random. A wrong place and time scenario. You could use it as an opportunity to reintroduce something from a past adventure like an enemy that got away. Alternatively, you could insert something from one of the player’s characters’ backstories. No matter what type of side quest you go with they aren’t without their own pitfalls. One, it might derail the current plot line and delay things. Two, it could completely sidetrack the players from it and they never go back to it.
There are several upsides though. One. the players get a break from the current storyline and come back to it with fresh eyes. Two, they could get a deeper connection to the campaign world by having things from previous adventures rear its head. Three, deeper connections to their characters, backstories, and the adventuring group weave parts of the player’s backstories back into the current events of the game.
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March 16, 2023 at 2:48 pm