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Giving Scale to your World

Hey there Roll20 forums. So this is something I've been struggling with for a while now. What is the best way to make your world seem big? When your party travels from one town to the next, how can you give them the feeling as if they're on a long journey? I've developed some techniques myself, but I'm looking for more imput from the community. How do you make your world seem grand and epic?
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Pat S.
Forum Champion
Sheet Author
Just roleplay it. Make one session of nothing but their travels to the other city and have encounters setup along the way. Keep track of their supplies and start stressing to them as they get low on supplies and are not to their destination yet, very good for traveling on a ship. If traveling by a caravan, have it attacked by bandits and have most of the supplies destroyed or stolen. If not bandits, have a monster attack them and force them to drive it away or kill it. The monster could be mundane creature or a fantasy creature. Take historical accounts of various safari being stalked by a tiger and people being killed one by one. you could do something like that as the group goes across the land. It is just depends on what you and your group wishes to invest your time in. You can hand wave it and just state it takes this long long or it can become an adventure all by itself.
I've used Hexographer to create an overland map of the region, with a scale of 1 hex equals anywhere from 1-5 miles. Instead of the actual player character figures on this map, there is simply a graphic of a map pin which the players can move to show where the party is going. If they have an encounter of some sort, then you move to a different page to represent a "zoomed-in", tactical view once again. I have a few generic maps created for that purpose, such as "Forest", "Forest Road", "Forest River", etc.
It's a writing cliche, but I'd lean heavily on "show, don't tell." A big ass map is a good start (and I'll second the recommendation of Hexographer). As a GM what can you use to show that the PCs are far from home? Melancholy NPCs, distraught at never being this far from home before or pining for the girl/guy they left behind. Strange customs, architecture, languages and races that no one in the party has encountered prior. What do you remember about the first time you saw the ocean or a real mountain or a particularly scenic vista; use your memories to evoke a similar effect in your players. The dwindling of supplies - "Sorry, m'Lord the salted meat ran out yesterday. It'll be only hardtack till we can resupply." Look for ways to evoke danger and adventure without merely calling for a random monster check. Although if your players measure time in units of wandering monster checks, then hit them with plenty of those. "That manticore required the last of our arrows, too bad the savages of the jungle use only blowdarts!"
Dave makes good points regarding resource management. When supplies are running low and the PCs are deep in a forest, with 50 miles between them and the nearest town, then they can appreciate the scale of your campaign world. When you're dealing with this kind of distance scale, it's also important to know what is the movement rate of the slowest party member and ensure the group travels no faster than that per day. Terrain and weather will affect movement rates as well. If the party is desperate they may attempt to force march, so be familiar with any rules you have for that as well.
1384712317
Gid
Roll20 Team
Moved to Off-Topic.
Altaranalt S. said: Hey there Roll20 forums. So this is something I've been struggling with for a while now. What is the best way to make your world seem big? When your party travels from one town to the next, how can you give them the feeling as if they're on a long journey? I've developed some techniques myself, but I'm looking for more imput from the community. How do you make your world seem grand and epic? What I can say to players to describe it as "grand and epic" is not as useful as what they can say what makes it "grand and epic." My words may be awesome and carefully chosen but don't resonate to the players as much as the things they imagine and visualize themselves. So the easiest way to do it is to ask the players what makes it "grand and epic" to them from the perspective of their characters as they travel about. What do they see that inspires or terrifies them? What do they think about the vastness of the desert or the endless sea? What challenges and dangers did they encounter "on the road" that deserve a footnote but don't make it on camera (for now)?
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Edited 1384788980
G.
Sheet Author
I advise using a set of "travelling" mechanics and actively play all travels in game. Treat this just like exploring a dungeon. Some things that might be interesting to use that I can think of right now: Handle travelling frame by frame, with each frame taking about 6 hours. You then have the morning frame, the afternoon frame, the evening frame and the night frame. Treat each of these are a "turn" and handle them as such. Have visuals ready for this, just as you would during dungeon exploration. Personally, I made up tons of different "slides" for this, you'll find an example below to give you an idea. Find what's most relevant for you, use visuals to give the "feel" you want to players. Keep things clear and orderly, just as you would in a dungeon or in combat: Give a very brief description when the frame starts. (/desc The air is cooler this morning and as you prepare for the day ahead, you notice clouds closing from the west) Ask players for one action for the frame (Joe will keep watch, Alfred will try to navigate, Marie will do nothing special, etc). Make sure you have rules for each actions. Ask players to do their respective rolls for the frame Resolve the rolls on your side (random encounter, navigation error, etc) Give a brief ending description (/desc By midday, you reach a small river crossing that doesn't seem to be indicated on your map. The clouds dissipated earlier and now the sun is high and bright in the sky) Allow for varied paces and varied consequences. (Fast pace make actions more difficult or impossible, makes PC tired. Slow pace makes navigating easier, etc.) Give consequences to lack of resources (food, water, sleep, energy, etc) and weather changes. This need to be clear to everyone if you want to keep them engaged during travels. Keep random encounters varied and logical. It doesn't have to be all bad all the time. There are traders and other travelers, animals rarely attack human beings, etc. Here's an example what I use for my D&D Next game. I got about 50 of these, with various locations (including some cave ones for long underground travels, etc). It's not meant to depict things EXACTLY but give a general feeling, the "mood" of an area. There are millions of nature images available on the net to make these. As you can see, I have a grid in there as well for marching order (it's sized with the roll20 grid) and actions. That way, players can just use their tokens and place them themselves and everything's clear for everyone. The main point though, to me, if you want to make travelling a "thing", is to have mechanics for it that players can relate to and use. Otherwise it's too vague and quickly just becomes a DM narrative. My best advise is to treat it seriously, like a dungeon exploration for example, and players will hopefully feel that and get involved just as much. Edit: Oh, and yea, you need to have some potentially interesting things happening in your world so you need to "own" your world in details. If there is nothing whatsoever of interest between A and B, there is very little point to force players to travel 500 miles of desert using what I described above. Just be narrative about the journey, try to give some sense of scale in what you describe, then have the players simple "arrive" at their destination. 50 totally random encounters that serve no purpose whatsoever is...a bit boring in my view :) Overall I'd advise not going more than 4 or 5 days with nothing happening (and I'm not talking random encounter here). A good trick is to keep a "presence" on-going. For example, the party doesn't need to be attacked by wolves but they could hear howling for a couple days. The party may also meet a merchant on the road that has something interesting the party could fork into. Maybe there's an entire army moving through the land ahead, blocking the party. SOMETHING that makes sense in your world that makes actively playing the trip worthwhile. Big for big sake is useless :)
G. said: Keep random encounters varied and logical. It doesn't have to be all bad all the time. There are traders and other travelers, animals rarely attack human beings, etc. Agreed, more than half of the wilderness encounters is my current games will not result in combat unless the PCs initiate it. G. said: Have visuals ready for this, just as you would during dungeon exploration. Personally, I made up tons of different "slides" for this, you'll find an example below to give you an idea. Find what's most relevant for you, use visuals to give the "feel" you want to players. This is definitely on my "to-do" list. I still have a subscription to a certain MORPG but don't actively play anymore since I started running my Roll20 campaigns. However, I do want to go back in and take screen shots of various locations, to use as you suggest.
1384791572
Gid
Roll20 Team
Brett E. said: This is definitely on my "to-do" list. I still have a subscription to a certain MORPG but don't actively play anymore since I started running my Roll20 campaigns. However, I do want to go back in and take screen shots of various locations, to use as you suggest. Heh! That's pretty much what I've been doing for my current campaign. Granted, it's a game situated in the world of Guild Wars 2, but it certainly gives me plenty of screenshot fodder to work with. Rollable Table Tokens are the bomb!
Kristin C. said: I've been doing for my current campaign. Granted, it's a game situated in the world of Guild Wars 2, but it certainly gives me plenty of screenshot fodder to work with. Rollable Table Tokens are the bomb! My game is (was?) Lord of the Rings Online. Absolutely beautiful scenery to be found in that game, I just need to take the time to go back in and grab screen shots. I did recently get one to illustrate an encounter which will probably occur during our weekly game tonight. But I just need to start building a library of such things.
haha, it's funny your campaign takes place in GW2 Kristin. That's where I started my first ever Pen & Paper RPG. I tried out a few sessions which sparked my love for DMing, so I came to Roll20. Thank you all for the great feedback. I've really going to have to practise my descriptions. So far I do have encounters for the players. From travelling monks asking for donations, to a bridge having been washed away, forcing the adventurers to go around (Consuming 1 extra unit of their rations) Using pictures to set the mood while travelling is a great idea as well. I'm definitely gonna use that.
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Edited 1384796261
Gid
Roll20 Team
The old notion "A picture is worth a thousand words" really helps if you're the type of person who struggles with their descriptions. Double-Edged Sword Warning: They can also help your players think outside the box too. If there's certain props or elements in the picture, they might incorporate it with their actions in game. While I believe this to be a boon to the game, it's best to be aware that this might happen as the GM.
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Edited 1384797810
G.
Sheet Author
Kristin C. said: The old notion "A picture is worth a thousand words" really helps if you're the type of person who struggles with their descriptions. Double-Edged Sword Warning: They can also help your players think outside the box too. If there's certain props or elements in the picture, they might incorporate it with their actions in game. While I believe this to be a boon to the game, it's best to be aware that this might happen as the GM. That's why I think it's important to tell the players that the image is NOT a representation of what is, but more a general look and feel of things. You can type pages describing a forest but present a nice enough picture and your players will ingest dozens of feelings, sounds, smells and thoughts in half a second. You can spend 30 minutes describing the immense scale of the mountain range they're travelling through, but place an image of the Himalayas and they'll just "know". Once that's done, YOU then can use your words to describe the particulars of the situation... That's usually my take on it, as you said: A picture is worth a thousand words indeed :)
This is gold. I have been enlightened by every post in here. Thanks to all. No lie this is good stuff, bunches of light bulbs upstairs now.