So I’m running a west marshes style adventure. The players are crossing an area of wilderness. Once they have traveled for 8 hours they need to rest and do so for 8 hours. , If they then travel for another 8 hours and rest and repeat there will come a time when the 24 hours is not up . What could would they do fir the other 8 hours.
Ordinarily, for travel, you travel 8 hours, do other things for 8 hours (make camp, take care of the horses, forage for food), and rest for 8 hours = a 24 hour day.
Usually you do not travel by foot or horse for 8 straight hours. You do a couple of hours, rest an hour, do a couple of hours, have lunch, do a couple of hours, rest an hour, do a couple of hours, have dinner, make camp, sleep.
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WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
In addition to the basic housekeeping that BioWizard mentioned, you can fill some of their time with random encounters.
Fur trader cottage, Farms, Hitchhikers, etc... (Either under attack and needing rescue, or just available for dialogue and trade)
Environmental hazards such as mudslides, downed trees, broken bridges, etc... (Minor problem solving)
Pursuit... (Either a band of thugs or a monstrosity has been slowly stalking them, waiting for them to bed down for the night.)
etc...
A lot of travel is very likely to be mundane and worth glossing over, but if you can allude to some subplot, then that can keep the player's minds occupied even when there really isn't anything going on.
Set up and tear down the camp site....wash clothes....clean pots and pans...forage for fire wood....all the stuff that takes half a day when you go sleep in the woods.
So I’m running a west marshes style adventure. The players are crossing an area of wilderness. Once they have traveled for 8 hours they need to rest and do so for 8 hours. , If they then travel for another 8 hours and rest and repeat there will come a time when the 24 hours is not up . What could would they do fir the other 8 hours.
Ordinarily, for travel, you travel 8 hours, do other things for 8 hours (make camp, take care of the horses, forage for food), and rest for 8 hours = a 24 hour day.
Usually you do not travel by foot or horse for 8 straight hours. You do a couple of hours, rest an hour, do a couple of hours, have lunch, do a couple of hours, rest an hour, do a couple of hours, have dinner, make camp, sleep.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Draw a map from their notes
Scout around the campsite
Forage, hunt, fish
train
sharpen blades, make arrows, dry blankets
study arcana
write ballads, sonnets and poems
gamble
carve a stick, make something
repair equipment and clothing
make something good to eat
obscure their tracks
other stuff
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
In addition to the basic housekeeping that BioWizard mentioned, you can fill some of their time with random encounters.
Fur trader cottage, Farms, Hitchhikers, etc... (Either under attack and needing rescue, or just available for dialogue and trade)
Environmental hazards such as mudslides, downed trees, broken bridges, etc... (Minor problem solving)
Pursuit... (Either a band of thugs or a monstrosity has been slowly stalking them, waiting for them to bed down for the night.)
etc...
A lot of travel is very likely to be mundane and worth glossing over, but if you can allude to some subplot, then that can keep the player's minds occupied even when there really isn't anything going on.
Set up and tear down the camp site....wash clothes....clean pots and pans...forage for fire wood....all the stuff that takes half a day when you go sleep in the woods.
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