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Travel, Borders, and Reasonable RP

PostPosted: Tue Dec 11, 2012 2:25 am
by Antheia
Someone recently brought to my attention that since the half-removal of the border system, this concept has never been fully clarified, so I am here to do JUST THAT VERY THING.

The basic principle here is: use common sense. That's it! Go how far you think you can go!

That said, we at NarniaMUCK Staff Incorporated (tm) have put together some things to help you out, since virtual maps can get confusing.

Item 1: The Size of a Room

Here's an example of what the Caldron Pool/Gathering Circle area might look like:

Image

You've probably heard this before: very approximately speaking, each outdoor "room" is 1-2 miles from the next one. This is flexible, but use it to help you read the scale of that map. Here's what I'm wanting you to note:

1. The rooms are not full of path. The path is not a mile wide, nor are the rooms very small. There's lots of, sometimes RPable, space "around" the rooms. Take the apple tree in the fruited copse, for instance. There is one apple tree noted in the area. That's the one I've illustrated with big fruit, because it's pickable. However, the whole copse is actually 4 rooms big, with 4 pickable fruits or nuts, and each room is labeled "fruited copse" rather than "apple grove", "walnut grove", etc. That means that ICly, in each room you have a huge amount of space to pick a number of fruits. You don't have to just sit under the apple tree the whole time. Many rooms have potential for a lot more than is in the description. It's okay to move away from the apple tree to another less-described area. Just keep it in-theme. Pick some walnuts! Sit on a large boulder! Discover a patch of pansies! Look up in awe at a single tall pine among the leaves! Don't suddenly start climbing a cliff, or going for a swim in a never-before-discovered pond, though.
In other cases, there's less RPable room. On the west, you'll notice that the rooms are cut almost in half by the cliffs, and the trees are very dense on the other side of the path. That's partly my own choice in mapping, but I've done that in places where the description indicates that you can't move around much beyond what's described. This is an excellent reason to make sure you know what the room description says when RPing location. Are there places for you to hide? (Yes in the forested rooms, possibly not near the Gathering Circle). Your fellow players will appreciate it if you keep this sort of thing in mind: and you can start choosing rooms to RP in with quite a lot of good forethought as you start considering how much they lend to creative spacing. Maybe you want a place where you can't be snuck up on. On the other hand, maybe you want a place where you have the liberty to surprise your friend with a hidden clearing full of clover.

2. a) Even within each box, the room description does not always fill up the whole box. By this map, there is plenty of empty space between the area described in the Gathering Circle and the place described in the room directly south: "Caldron Pool". Therefore, if it takes your character 15 minutes to walk a mile (the average human takes 15-30 assuming the terrain is not difficult), it could take her almost an hour to get to Caldron Pool.
2. b) On the other side of the coin, I could have drawn the Gathering Circle on the south side of the box and had had Caldron Pool pushing the northern limits of its box, it could take the same character 10 minutes. It's flexible!

3. a) In the case of landmarked rooms like the Gathering Circle and Caldron Pool, you don't want to be constantly waffling over how far the distance is. 10 minutes to an hour difference is not a HUGE deal, but it can get confusing. Unless there is an exceptional case, I recommend assuming about 30 minutes human walking distance between landmarks in adjacent rooms.
3. b) In other rooms, it's really no big deal. Take the Great River rooms east of Caldron Pool: They aren't VERY different from each other. They are basically just "forest". It could take you 2 minutes to get from Room A to Room B or 2 hours, depending on where you are in the room. That's up to you.

4. BUT now lets look at how long it takes you to get from the Entrance to the Training Cavern to the Lamp-post, which is one room east of what we have mapped here. Even though it might take 10 minutes to get your character from the Gathering Circle to the raspberry bushes in the room directly east, each of these rooms is still at least a mile long. That means, at the very shortest distance, it still takes your character an hour to get from the cavern through all 4 rooms directly east (that's assuming each room is only a mile and it takes your character 15 minutes to the mile). At the longest distance, walking at the more leisurely pace of 30 min./mile, it takes your character 4 hours.

#4 is where the biggest flexibility comes in. Be sensible, think about your character's size and stamina, and travel accordingly. A Rabbit might never go more than 4 or 5 rooms away from his home in a day trip. A Wolf might go 15.

Item 2: Borders

Every Day Use: Here's what this means for borders: they are reminders. We don't expect you to be counting rooms. Borders are there to remind you how far you've moved. If you live in the Un'Aireken Dale: cross the south border into the Shuddering Woods! That's fine! They are two rooms away: perhaps as little as a half an hour or as much as two hours for a human. If you live in the south Sted Cair: visit the Great Woods to pick tansies from time to time! The borders are not there to force you to stay within specific rooms. They are there to remind you of what's practical. If you live in Bergdale, go ahead and cross into the western Great Woods. But don't take a jaunt all the way down to Winterden and expect to be back home in your hovel the same day. That's over 20 rooms, and even a Wolf would have trouble making the distance.

Patrols: Here's where borders sometimes make more of a difference. They aren't put into place arbitrarily: there's often a cliff or river in place of a border. The Great Woods region, for instance, is pretty clearly set off as the wooded area south of the Great River. When it gives way to the southern mountains, that's Archenland. When it grows hilly and less treed on the west, that's Bergdale. It's not always exact, but where there's a cliff or river, go ahead and use that to help you figure out what area you might be "patrolling". Most of the moors are set off from Narnia by a cliff. The borders mark where that cliff is. Use them! But you can also be more creative and thoughtful. Lantern Waste only technically extends to about the Great River. Both by geography and distance from the den, it would make logical sense for that to be as far south as the Ulfden patrols extend (maybe the Unicorns patrol the south side of the river). Again, this is up to YOU. Be sensible. Use your borders as guides when they help, throw them out when they don't.


If you have any thoughts on travel: questions, ideas, etc, please reply to this thread. Let's discuss!

Re: Travel, Borders, and Reasonable RP

PostPosted: Tue Dec 11, 2012 7:24 pm
by Antheia
A side-note: if you've just RP'd with Lola that you're going on a jaunt to Lantern Waste to visit with your good pal Tumnus and bring him some famous Bergdale cheese, you don't need to wait 3 real-time days to get to Lantern Waste. You CAN, and you are certainly encouraged to RP in the regions in between. But part of the reason we've removed borders is so that you can mess around with that time a little bit. Go to Lantern Waste as fast as your stamina will take you: just make sure to SAY it took 3 days. And don't go back and forth and back and forth all in one day. Recognize that generally one real-time day= one Narnian day, and that while you can play with that a little, if you play with it too much your character's timeline gets Really Off from everyone else's. I'd recommend doing only one time jump per real-time day (and not every single day).

I'll give you an example since that gets a little confusing: A few years ago (while borders were still in place), Tempest was kidnapped by Tainn and taken into a cave in the Moors. Raistlana and Jana were sent to go find her.
The moors are huge and were even less populated then than they are now. A realistic trek through them would take 4 days, and Raist and Jana wanted to be realistic. They took the full first 3 days and RP'd the travel and got some pretty interesting RP out of it, but it took them about 5 days to do that 3 day journey because of coordination (a common travel problem-- I'm also cutting out the part of the journey they did through Narnia looking for Tempest). Finally, they got one border away from the proper region, but getting into the cave cost another border. Because it messed up the flow of RP, and because Tempest and Tainn were around, we gave them the border. And because they still had more time when they had saved Pest and it made sense for them to beat feet out of there, we gave them 2 more borders to get out of the cave and into Sted Cair. They RP'd that they had forfeited a night of sleep and that the events had taken about 36 hours total walking from the west part of the easternmost Ettinsmoor section to the cave, and then home. That was four borders in one day! But it made sense, and it worked with the flow of RP, and they justified it in IC time.

That's what I'd like you to do! We've asked you to stick mostly to your home area for a reason, and I've outlined how far from home would make sense in a day for a reason, but that said, time can be relative! Do what makes the RP flow SMOOTHLY. That's going to be a balance of logic and flexibility. For the narrative to work, Zayev has to make it to Bergdale in 16 hours? Okay. Make sure he's really tired when he gets there, but go ahead; the difference between 16 hours and 24 is not worth messing up the narrative. The narrative needs logic and structure to function, but if logic and structure are doing more harm than good, bend them. Just don't bend them so far they don't serve their original purpose anymore.