Pretty short and sweet, how do you successfully narrate travel between points of interest as a GM without it being all hurky-jerky?
I'm imagining attempting to narrate the epic travel scenes in Lord of the Rings, where they travel for days in fast-forward with nothing really interesting happening, only to then suddenly have time reel down to normal when something is about to happen. Every time I try this in a game though it just feels awkward and abrupt, while also clearly indicating to the players that something is going to happen.
Is there a way to make this a more smooth and natural transition?
The idea that the GM needs to be this epic narrator as if they were an author is something I wish would die. The medium of play is different.
Here's some things I do for long travel scenes that have no backing mechanics:
What I'm trying to get at is that the conversation, not narration makes travel memorable. Converse with your players. Encourage them to converse with you.
This is great advice. I like how this shares the narrative burden with the other people at the table. Mini-encounters like these give you some insight into a characters values, it's less railroad-y, and there's always the threat that it could turn into a big encounter if handled poorly. Plus, the players discussing what they want to do takes up some real world time, and that makes the travel seem less instantaneous.