'S been awhile... My shiny new job steamrolled our weekly game night for about a month there, and talking about RPGs is only fun when I get to play them too.
We're back on track as of last Wednesday, and my players met up with Old Bundari and his buddy Okomu (that surly son of a bitch!), received the old man's gifts and instructions, and seem to be just about ready to take on a trip into the African wilderness. My question for you fine people is this: How did you handle the actual journey? I suppose the two extreme positions would be 1) handwaving the whole travel period, with a brief interlude for the dead area marking the massacre site; or 2) Doing the whole trek in semi-detail, describing each day of travel (however briefly) and inserting encounters along the way.
I imagine I'll fall somewhere between those poles; we've discovered how long this campaign is already, having been at it for a year, and we're loving every second but it really doesn't need more dragging out. But it would feel like a waste of valuable opportunities for both setting flavor and cool encounters to just skip the whole trip. So I'll probably do a few "...it continues like that for a couple of days.." between some encounters. Drawing inspiration from the Gaming Grunts' playthrough, I'll probably have the bearers/guides grow restless and/or mutiny as they realize where they're headed. I also had the group spot what they could have sworn was Edward Gavigan in Nairobi last session, so I'll probably pay that off by having him lead a Bloody Tongue attack (having faked his death in London, he's been sent by Shakti to aid the Brotherhood's sister cult).
Any other ideas/general pointers? Not to belabor the point, but I really want to strike a nice balance between flavor and time efficiency here, so anything you guys can offer to help would be huge.