> I was wondering how you fellow GM's handle long experiences.  For 
> example, my party took a sailing ship on a 3 week journey to get to 
> their destination.  How do you guys handle that?  Do you just say "ok, 
> the ship journey takes three weeks!  You're relieved when you see land!"

Play out the first day or so. Introduce a couple of NPCs by name and
function, not as fully developed characters. Let the PLAYERS decide 
if their characters want to interact with them or each other during 
the downtime. Any unresolved issues in the group?

Reward good roleplaying with a one-point Contact or Favor or perhaps
half a point in a 'trivia' Skill (like Sailor for a landlubber), on 
top of the usual point rewards. And if they ever get onto a sailing 
ship again, those who got those Contacts/Favors/Skills might have it
easier, even if that pushes suspension of disbelief just a little 
bit. "Hey, you were the carpenter on the Queen Somebody. How did 
you get onto the King Someone Else?"

Onno
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