I wonder about a certain „problem“ in GMing that I want to illustrate with an example. Overall, it is about “downtime” or better about the time between adventures/scenarios as such.
Coming to the example: My PCs are stranded on a certain Feral World after an epic campaign. Let us call the planet Dusk. So, the PCs are stranded in the middle of a continent-spanning mangrove swamp. Most of them heavily wounded, exhausted, with most equipment damaged and first of all disoriented.
The idea for me as a GM is to somehow get them back to the Tricorn on Scintilla (where they want to get to after all anyway) to report to their Inquisitor.
My question is how do I get them to Scintilla game-wise?
I could either simply state in a few sentences (and minutes of real time) how they cut through the swamp for days/weeks, find a human habitation, find a space-port, travel to Scintilla and reach their Inquisitors office within the Tricorn.
I could also describe every detail more in a dialogue way (like normal “in-scenario game-play”) for a whole session or two, let them make a lot of decisions and dice rolls for survival, tracking, let them fight some of the more aggressive fauna, let them negotiate and probably haggle with the local population for food, overnight stay and transport, find a way to a city and a space port, have problems getting local transport, with customs, the local enforcers, the Administratum at the space port (alone for carrying plasma weapons and strange artefacts with them…) and so on and on.
So, how much detail do you invest in these parts of PC life, where nothing sort of unusual will happen and all is just about transport and surviving the “normal environment” of the Imperium without any cultists or xenos trying to do something bad. Like simply going on or coming from the real locations of a mission?
I am really interested how you guys handle these in-between times of PC life (often travel) in game.
Thanks in advance for your input.