| Post/Author/DateTime | Post |
|---|---|
| Shadow_Bomber07-13-04, 12:07 AM | My characters are all in the Shadow Thieve's Guild (they set up a few guilds in Grey Hawk. Can't be done, but the PCs don't know that ^^) And are basically just moving to where the job needs to be and they get it done. I feel that just "you're walkin......and you're walkin..." sounds bland to me. Is there some way I can add a twist to moving from place to place? Another side-note, do commoners get a spot check if players are roof hopping? |
| Tek07-13-04, 12:19 AM | You could introduce some strange new form of transportation. Maybe some kind of teleport rings get set up, or otherwise. Take Morrowind, for example. The Silt Striders were a great addition and made the world just that much more cool. Commoners do get a spot check if they are looking in the direction of the roof-hoppers, but the Rooflings would probably get some synergy bonus if it is dark, the commoner is distracted, etc.. |
| Shadow_Bomber07-13-04, 12:22 AM | Ok, so what you're saying is, get there even faster, with even less chances to sound exciting? Silt Striders were there because of the impatient people. Hoofing it through the countryside was always more exciting to me, even sniping the occasional kwama forager or rat was fun. Better then waiting 2 seconds and *poof*. |
| SevenSerpents07-13-04, 01:42 AM | i agree with shadow bomber. travelling somewhere should be as exciting as the rest of the game. most of the time i leave it to my players to choose a way to get to their destiny. this requires careful preparation of several ways. each way can be a little adventure itself. for more simple situations, like when the PCs walk from their tavern to the smithy i let them choose their path and describe the surroundings. sometimes the players get caught by the descriptions and want to know more about certain places. and they also remember where the poor quarters are and where the money is - without me saying "you are in the slums now, you are in the rich quarters now,...). |