> 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 _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
