With the party and the children, their parents and the drivers loaded up on the wagons, there's an opportunity here to casually invest the players in the game. It's not needed... but small bits of "stage business" in telling what goes on in a campaign helps ground the players in the place and time, so that the world is a little more "tangible." It's a practice that needs to be inserted in bits, when an opportunity arises.
The idea is to convey the physicality of a setting that can't actually be seen by the players, and therefore can be easily dropped from their memory... which flattens the players' experience, such that each part of the game world becomes like any other part. In addition, we want to give moments emotional "weight." It doesn't have to be a lot, just enough to make these people in the wagons, whomever they are, feel like people and not stick figures. And finally, we want to convey a sense of connection between the players and both of these things... giving the overall experience of the game "atmosphere."
At the same time, we don't want to stifle the campaign or invest a lot of time. The momentum of events has to be maintained, so anything more than four or five minutes of atmosphere would potentially bore the players. So there, right off, we've got a series of goals and constraints we want to observe, and no apparent easy way to do it.
Continued on The Higher Path