Of all the complaints about 3.x systems... do you people actually allow this stuff ?

Rechan

Adventurer
I go to Mohonk occasionally and always stop in New Paltz - is that dusty old game shop still there, like a block off main street? Seemed like a decent FLGS.
There's a comic book store in NP that has a shelf with gaming products and some dice, but they have no gaming space. Thanks for asking tho. :)

Funnily enough, I have just got together with some local guys I connected with on ENWorld. WE'll see how that goes.
 

log in or register to remove this ad

pemerton

Legend
I was more specific than that and I was was replying to a more specific comment from you.

<snip>

I am saying if you use the rule "they will get there on time" then it is absolutely true that no action will have any consequence against or for that.
Well, yes. That would more-or-less be a tautology.

In the actual post to which I replied, you said that it suggests there can be no "long term consequences". I took that phrase to have its natural meaning, not simply to be restating what I had said ie that the PCs will arrive in time so that they don't fail offstage.

I jumped in here when you very specifically made a comment critical of simulation and the point was about a fast hero. The context was calculating the speed of the hero to see if he could get there in time or not. I believe you called not getting there an off-screen failure. You declared it a bad thing and said the hero should always get there in time.
I didn't say it's a bad thing. I said that I prefer to play a game in which there is no off-screen failure. How others play the game is no concern of mine.

And because you present it as a perpetual guide for good DMing, it is clear that this will happen over and over.
I've said nothing about good GMing, perpetual or otherwise. I've talked about how I run my game. In particular, I've tried to point out why, for certain playstyles, "time pressure" is not a viable solution to the 15 minute day. (Hppily, there are many other conceivable solutions - such as changes to the PC build and action resolution rules - and there are some games, inlcuding at least one version of D&D, which adopt them.)

Thus when A:B.
Now, you point out that they may not save the prisoner and this has a long term consequence and claims that demonstrates that I am wrong.
It does not.
When A:B is still true and the implication remains that A is still very common.
But all you have said is "when not A, maybe not B". That doesn't contradict "when A:B". It just says that "getting there on time" was a goal for which you used A and saving the prisoner was a goal for which you didn't. I'm saying A is bad and you attempt to contradict that is to provide an example of how it isn't bad when you don't use it.
I don't follow your symbolism. Does "A:B" mean "If A, then B"? And what are the values of A and B?

Are you trying to show that, if no failure happens offstage, the PCs will never fail? I know that is not true, because I run a "no failure offstage" game, and the PCs have failed - as I have now mentioned multiple times, the PCs did not rescue one of the prisoners that they wanted to, because they chose defensive rather than aggressive tactics in the confrontation.

Are you trying to show that, by permitting the PCs to lose one of the prisoners, I disregarded my own maxim? In that case you are wrong - my maxim is "no failure offstage", and when the PCs faff around on stage and therefore lose - in the encounter that I am talking about, they adopted a very defensive approach of trying to clear out the bodyguards before confronting the gnoll demonic priest - that is not a violation of the maxim. The failure happend onstage. The players were playing their PCs, making decisions about how to tackle the encounter. And from the pont of view of rescuing prisoners, they made the wrong decisions.

This following is speculative, but I think it is fair. If you are the kind of DM that is going to use "they will get there no matter what" AND it was true that the prisoner surviving was really critical to the future of the campaign then you may very well also apply the same "they will... " control.
What do you mean "critical to the future of the campaign"? The only thing that is critical to the future of my campaign is that my players keep turning up, and are happy to keep playing their PCs, and that I can still think of challenges and encounters that willl engage those PCs.

So far from being fair, I actually think that your speculation suggests a failure to grasp the essence of the sort of play that games like Burning Wheel, HeroWars/Quest, Maelstrom Storytelling and similar "modern", narrativist games support. Because your speculation fails to distinguish between authority over situation and authority over plot.

In the sort of play I am describing, authority over situation rests firmly with the GM, and is settled at the metagame level, not at the action resolution level. This is why I regard 4e as the best version of D&D for supporting this sort of play, because it has the lowest amount of action resolution mechanics that bleed over from situation to situation. (In D&D terms, it is almost the opposite of Gygax's AD&D in this respect.)

In the sort of play I am describing, no one has authority over plot - which is the whole point - the story that emerges should be both engaging and unexpected. And the point of the action resolution mechanics - which distribute authority in various ways across the players and the GM - is to produce this sort of plot in an emergent fashion.

The fact that you didn't is a very good thing. The less you use a bad rule then the less the badness of the rule matters. But not using a bad rule in a given situation does nothing to make it any less bad on its own merits.
This comment seems to reinforce your apparent failure to distinguish between authority over situation and authority over plot, because you seem to see no difference between a rule about scene-framing ("no failure offscreen") and a rule about scene-resolution via action resolution mechanics ("if the PCs happen upon the priest in the middle of a ritual, and spend too much time dealing with the minons, they might fail to save all the prisoners the priest is intending to sacrifice").

Getting there on time is the apples. Saving the prisoner is the sugar. You are saying you still have sugar, therefore your apple pie is still fine. I'm saying that your sugar is very nice, but without apples, you don't have apple pie.
And what is "apple pie"? A game of D&D? I know what the brand is on the cover of the rulebooks I'm using, and I have a very good sense of how far I am drifting the game from how it is written (ie not that much).

Or is "apple pie" a game that you want to play? I already know that I run a game that is different from yours. Your post has reinforced that - your game must be very different from mine, if it does not make salient to you the difference between authority over situation and authority over plot.

For example, if saving the princess later required that the prisoner be saved now then failure to save him now would be an off-screen failure with the princess later on just the same as not getting there on time is an off-screen failure now.
Why would you say that? I'm not entirely sure what sort of scenario you have in mind, but suppose (i) the players (and their PCs) know that the princess can't be rescued without a password, and (ii) the players (and their PCs) know that only a certain prisoner knows the password, and (iii) the players try to rescue the prisoner and fail, well I guess now they failed to rescue the princess too. And where is the offscreen failure? It all happened onscreen.

The fact they they were unable to get there on time now is the result of on-screen actions taken before, just as whether or not the prisoner lives is the result of on-screen actions now. If the actions now should have long term consequences, such as being unable to save the princess, why shouldn't actions that happened before have long term consequences such as not being able to get there on time?
There are a couple of differences. One difference is significance, climax, pacing and so on. If the earlier thing that happened onscreen was rescuing a cat from a tree, or taking three rounds rather than two to deal with some muggers, and as a result of that the PC doesn't get there in time, and the city blows up, that is (typically) hugely anticlimactic.

Another difference is knowing the stakes. In the "just in time" case, it is rare for a player to have a perfect grasp of the times and distances by refrence to which a GM adjudicates ingame movement. So when the player decides to have his/her PC rescue the cat, how is s/he to know whether or not this will cost his/her PC the chance to stop the bomb? Of course, this idea of "stakes" relates back to the idea of climax - in the real world we make all sorts of decisions in ignorance all the time, and sometimes suffer for them - I mean, in the real world it really can be the case that stopping for a red light means that you don't arrive at the hospital in time to be by the bed of your dying loved one. But I'm not interested in GMing (and not really interested in playing, either) an RPG that replicates these narratively unsatisfying elements of real life. The point of narrativist play is "Story Now", which includes the deployment of techniques - in scene framing, action resolution, etc - to ensure satisfying narrative.

Applying the same thought about "stakes" to the prisoner/princess scenario: if the players don't know, when they're rescuing the prisoner, that the prisoner is the only one who knows the password, then that would be an instance of offscreen failure (because the players would fail without knowing that they had done so, and without being able to play their PCs in full knowledge of the stakes). But I personally wouldn't run such a scenario. To me it smacks of excessive pre-plotting by the GM.

You've probably seen my produce the following quote before, and for me it is the single best guideline for GMing my game (although I think I'm much less hardcore than Paul Czege - as is shown by the fact that I'm GMing D&D rather than My Life With Master!):

Let me say that I think your "Point A to Point B" way of thinking about scene framing is pretty damn incisive. . .

There are two points to a scene - Point A, where the PCs start the scene, and Point B, where they end up. Most games let the players control some aspect of Point A, and then railroad the PCs to point B. Good narrativism will reverse that by letting the GM create a compelling Point A, and let the players dictate what Point B is (ie, there is no Point B prior to the scene beginning).​

. . . [A]lthough roleplaying games typically feature scene transition, by "scene framing" we're talking about a subset of scene transition that features a different kind of intentionality. My personal inclination is to call the traditional method "scene extrapolation," because the details of the Point A of scenes initiated using the method are typically arrived at primarily by considering the physics of the game world, what has happened prior to the scene, and the unrevealed actions and aspirations of characters that only the GM knows about.

"Scene framing" is a very different mental process for me. . . Delicacy is a trait I'd attach to "scene extrapolation," the idea being to make scene initiation seem an outgrowth of prior events, objective, unintentional, non-threatening, but not to the way I've come to frame scenes in games I've run recently. . . By god, when I'm framing scenes, and I'm in the zone, I'm turning a freakin' firehose of adversity and situation on the character. It is not an objective outgrowth of prior events. It's intentional as all get out. . . I frame the character into the middle of conflicts I think will push and pull in ways that are interesting to me and to the player. I keep NPC personalities somewhat unfixed in my mind, allowing me to retroactively justify their behaviors in support of this. And like Scott's "Point A to Point B" model says, the outcome of the scene is not preconceived.​

I don't run a fully "no myth" game, but as Czege describes I keep the backstory somewhat unfixed so that I can use it and adapt it to keep presenting new situations. I adopt the same approach to princesses whose rescue is likely to be a focus of play somewhere down the track, but who are at the moment are mere background elements.

At best you are saying that the long term consequences of actions at at the DM's whim.
I don't follow this at all. Some long term consequences are at the GM's discretion. For example, will the family of the prisoner whom the PCs failed to rescue react badly? Seek revenge? This is a matter of GM discretion in the way I play - it is one element of the GM's role of confronting the PCs with adversity, and so I wouldn't decide if via a reaction roll, for instance. But it is a consequence that, if brought into play, the players could try and change - they could have their PCs try and persuade the family to forgive them, for example.

An example of play a bit like this is when I GMed The Bastion of Souls (a 3E WotC adventure, that I ran in one of my Rolemaster games).

*SPOILER ALERT* (for a 10 year old module)

The module proceeds on the assumption that the PCs will want to make contact with an imprisoned god. And when I ran the module this turned out to be true. The gate for the god's prison is in fact a powerful angel (a planetar, I think, in the D&D version), and the only way to open the gate is to kill the angel.

As written, the module states that the angel will not talk to the PCs, and therefore the PCs must fight her. Not being a big fan of that sort of nonsense, I was quite happy to adjudicate my players' attempts to have their PCs talk to her (although the RM rules for social resolution are not particularly robust, they aren't completely hopeless either). And one PC, in particular (in a nice piece of emoting by the player, at least by my table's standards) persuaded her to let herself be killed because the greater good of the world required that the PCs deal with this imprisoned god.

So that is one example of how players might change consequences to be different from those which the GM initially presents to them.

But there is another dimension to consequences as well. One cosequence of the PCs' failure to rescue the prisoner is that as heroes, they failed. (Or, at least, failed to fully succeed.) This is a consequence that is not at the GM's discretion at all. It is the result of the application of the action resolution mechanics to the situation with which the GM confronted the players. It is a consequence that emerges out of play, and that no one participant dictated.

Perhaps you think that that is not a very significant consequence. In the absence of a mechanical alignment system, it is not an operational consequence of any sort. For me, it is just about the most important sort of consequence that can flow from playing the game. It is precisely to generate that sort of consequence - a thematic consequence - that I play the game.

Failure to save the prisoner doesn't have a consequence because it has no more implicit consequence than whether you were able to get there on time or not.
I hope I've made it clear that I don't agree with this at all. Failure to save the prisoner while being in the same room as him, trying to rescue him is absolutely a different sort of consequence from failing to make it in time because you got stuck in traffic at a red light. One is dramatic. The other is prosaic. One is the stuff of romantic fantasy - the sort of game I am playing. The other belongs in a certain sort of ultra-modernist or post-modernist RPG with a nihilistic bent (Nicotine Girls, maybe, although it is perhaps not cynical enough).

And the consequences also differ in thematic content. Failing to get there in time reveals little about the PC - that s/he's a bungler, perhaps, or unlucky. Whereas failing to rescue the prisoner because you were too scared to charge in until all the minions were defeated shows something much more dramatic about the PC, especially in the context of a heroic fanatsy RPG. It shows something about the PC's failure of heroism.

it is simply logical that in a game in which the players actions control whether or not they got there on time they have more credit for saving the one prisoner than in a game in which getting there on time was predestined.
Credit from whom? The inhabitants of the gameworld? - the fictions are no different. The players at the table? - it depends on whether or not they are impressed by, and care about, clever operational play. The gods of RPGing? - well, I like to think that they are aware that different RPGers have different playstyles and are looking for different things from a game.
 

BryonD

Hero
I hope I've made it clear that I don't agree with this at all.
I'm not sure how to respond at this point. It seems the point I'm making is simply not clicking for you because you are not responding in a way that addresses the point.

You declared not getting there on time an off-screen failure.
When I offer an example about a princess you declare it is different because everything happened "on screen". You completely ignore my point that there were earlier "on screen" actions that caused them to fail to get there on time. And throughout your reply you consistently apply a double standard to considering the two examples. And so nothing you said in that last post changes anything because you have ignored the point being made.

You said "the character will ALWAYS get there on time."
If you turn around and say that some things are significant and others are not then you are NOT defending the point you made but instead are conceding my point as correct. "Always" means you don't care about the significance. And the point you made did not include any wiggle room for that reversal.

In both examples there were prior actions, current conditions, and consequences.

But you refuse to assess them by the same standards because you declare one significant and the other not. You spent a lot of time probing to me that saving the prisoner was significant. But if you understood my point it should be clear that I already agree it is significant. So there is not point in proving that.

Your statement "they will always get there on time" demands that anything which would cause them to get there late is de facto understood as "not significant". And your initial comment that I replied to was very clear in stating that getting there on time is something that should always happen.

Lets say that a player, as a joke, declares their character will go do some absurd thing that for sake of argument we all concede is pure definition of insignificant to the actual plot of the game. But their going to do that causes them to not get to the next real plot location on time. In that case the significance of the action itself is irrelevant.

Scene A: insignificant action X
Scene B: try to save prisoner
Scene C: try to save princess

You said the inability to get to B on time is a "off screen failure". But when Scene A happened it was "on screen" at the time. When you decree that the players will get to Scene B on time, you are requiring that Scene A is ignored. And once your have opened the box of ignoring scenes it is down to DM whim whether or not to ignore scene B when you get to scene C. If you ignore Scene A as "off screen" because you are now at Scene B, then the exact same logic says that Scene B is now off-screen once you are at Scene C.

Now please don't spend time describing to em why it is a bad idea to ignore Scene B because it is so important. That is part of my point. I 100% agree with you. What you have not yet touched on is a justification for why it is ok to ignore Scene A. And, as you stated in the post I first replied to, the hero was too far away. If we know that then the only reasonable presumption is that there was a Scene A establishing that. And other than the first scene of the campaign there is always a Scene A.

So when you say the characters will always get there on time then it is no different than saying the characters will always be able to save the princess.
The fact that you choose to not say that in the second case does not change the fact that saying it would have still been the same and having said it the first time still demands that prior actions have no consequence.
 

BryonD

Hero
Another thought, and I am completely guessing here, but maybe it will help us see through this.

You have made strong comments in the past for how much you personally like setting up and running set pieces or specific cool encounters. Obviously if you have a cool encounter and the players do something to prevent that from happening then that will upset the apple cart. It seems to me that, for you, those specific cool encounters are a focal point and you will tweak other things around them.

You are not going to let a cool set piece dry up because the players fooled around and didn't get their butts their on time.

I love set pieces. They are awesome. But I love narrative continuity more. And I also love the unexpected nature of RPGs more.

I have had set pieces trashed by unexpected player actions. And I feel regret at the loss of the set piece. But I also feel it was a way more than worth it because that spontaneous natural flow that is beyond my control is way better.

I recall a set piece that was a classic gallows rescue scene. The party would met a major villain and lots of cool challenges would occur. The players came up with a awesome scheme and pulled a jail break instead. I tried to thwart them as best I could without any DM fiat moves. They succeeded. I couldn't believe I had lost that awesome scene. And it was AWESOME. I loved it.


I also recall a comic strip.
Panel A: DM says: You come to the end of a long passage there is a door to the left and a door to the right.
Panel B: DM thinking: pick the door to the right, pick the door to the right. The most awesome trap ever is behind the door to the right.
Panel C: Player: We go left.
Panel D: DM: blink blink
Panel E: DM: YOU SPRING THE MOST AWESOME TRAP EVER!!!!!


Part of what makes that so funny is that clearly even in the DM's head the party has control of their own destiny right up to the second they do something that the DM decides isn't optimal. But clearly the DM was even fooling himself from the beginning. Given the players the illusion of control so long as they do what is wanted is not at all the same thing as giving them the control. And that applies even if the players happen to do the right thing.
 

pemerton

Legend
So when you say the characters will always get there on time
Actually, that's your paraphrase. I said "no failure offscreen". Or, if you want an "always" in there, "signficant consequences for the PCs will always unfold onscreen." What counts as unfolding onscreen is going to depend on the details - but like I said in my earlier post, knowledge by the players of the stakes, and absence of anti-climax, are going to be part of this. Conversely, failing to save the world because you got stuck in traffic is not going to cut it.

You declared not getting there on time an off-screen failure.
When I offer an example about a princess you declare it is different because everything happened "on screen".
No. I canvassed two variants on the princess scenario, one in which the players no the stakes and one in which they don't. And related knowledge of the stakes to more broader notions of significance.

You completely ignore my point that there were earlier "on screen" actions that caused them to fail to get there on time.
No I didn't. I said that not getting there on time because you got stuck at a red light would be anticlimactic. This is true whether or not the red light happend on screen.

And throughout your reply you consistently apply a double standard to considering the two examples.

<snip>

But you refuse to assess them by the same standards because you declare one significant and the other not.
I am not applying a double standard. I am applying the same standard. The standard is one, according to which getting stuck at a traffic light is anticlimactic, but being in the same room as the prisoner and failing to save them because you are too cowardly is climactic. The standard is a pretty conventional aesthetic standard. I also noted that if one is playing a certain sort of modernist or post-modernist game, which would use a less conventional, more cynical or ironic or nihilistic standard, then getting stuck at the traffic light might be significant. But I don't play D&D in that sort of fashion.

Lets say that a player, as a joke, declares their character will go do some absurd thing that for sake of argument we all concede is pure definition of insignificant to the actual plot of the game. But their going to do that causes them to not get to the next real plot location on time. In that case the significance of the action itself is irrelevant.
What do you mean by "insignificant to the actual plot of the game"? I can only make sense of that if the game has a predetermined plot. My game does not have a predetermined plot. And does not have "real plot locations".

If you are asking, what happens in my game if the players abandon their goal of rescuing the prisoner? Then the prisoner can die offstage. The players have, in effect, indicated that it is no longer important to them that their PCs engage with that situation.

So when you say the characters will always get there on time then it is no different than saying the characters will always be able to save the princess.
There is a big difference between "getting there on time" and "saving the princess". The first is about situation. The second is about plot. These are different things, especially in an RPG where there are multiple participants all hoping to shape the plot.

fact that you choose to not say that in the second case does not change the fact that saying it would have still been the same and having said it the first time still demands that prior actions have no consequence.
Does "consquences" here mean operational consequences? Causal consequences? Moral consequences? Thematic consequences? No operational cosequences is roughly true, although in the detail of play actually a bit simpistic. Causal consequences is not true - there can be causal consequences that are not operational - eg in an earlier scene an NPC may have been given some information, and that now changes the ingame situation. And thematic and moral consequences obviously can flow from a previous scene even if that scene does not constrain the timing of a subsequent scene.

I also love the unexpected nature of RPGs
So do I. That is why the distinction beteen situational authority and plot authority is central. That is why I don't undestand what you mean by phases like "next real plot location", "signiicant to the plot", etc. I don't see how those phrases can have any meaning unless the story is predetermind. And if the story is predetermined then I don't see how their can be surprises (other than perhaps a PC engaging in some witty repartee in combat - ie a bit of colour and characterisation).

I have had set pieces trashed by unexpected player actions.
I'm not sure whay you mean by "trashed". Given that I don't have expcations about how situations will resolve - this is up to the players - then I don't think the notion of "trashing" has any work to do in my game.

The most dramatic unexpected resolution I've GMed, I think, is still the occasion when one of the players decided that his PC would join with the "evil" cultists and permit the sacrifice of a fellow PC to Incabulos. Although the recent occasion when the players promised allegiance to Kas, that I linked to upthread, was also pretty unexpected.

You are not going to let a cool set piece dry up because the players fooled around and didn't get their butts their on time.
No. I don't have pre-determined "cool set pieces". I frame situations in response to the resolution of earlier situations, along the lines of the Czege quote in my earlier post.

But anyway, let's flip your example around. If the players are very keen to resolve a certain situation - say, the final confrontation with their campaign-long nemesis - and I set up another situation in the meantime - say, a cat for them to rescue from a tree - why would it necessarily improve my game to say "By the way, because you spent time rescuing that cat, the world ends as your nemesis finishes the ritual before you get there. Sucks to be you, I guess!"

One underlying premise of Gygaxian/Pulsipherian play, in which the backstory is rocksolid and measuring time and operational success/failure is key, is that the participants in the game will place more importance on "skilled play" than on "not missing out on fighting your nemesis". Change those priorities among the participants, and the advice from Gygax and Pulsipher is no longer applicable.

Given the players the illusion of control so long as they do what is wanted is not at all the same thing as giving them the control. And that applies even if the players happen to do the right thing.
Once again, this seems to run together situational with plot authority, and also to assume that operational consequences are the only significant consequences.

In your trap example (from the comic strip), if the players are making a random choice, and the GM decides that whatever way they go they will find a strap, player agency has not necessarily been undermined at all, because there is no agency in making a random choice. Now, if the social contract of the game is one in which luck in exploration is expected to matter, the GM would be breaking the contract - cheating, in effect. If the social contract of the game is one in which the players exepect the GM to confront their PCs with hard challenges, then the GM might have to put the trap in the PCs' path in order to comply with the contract - and then let them exercise their agency in dealing with the trap.

Which all goes back to my original comment to Auld Grump - whether or not timelines as a solution to the 15 minute day will work depends upon scenario design and playstyle.

And if you're wondering what a situation-focused, non-operationally focused game looks like - and how GMing that sort of game works, and how "significance" (which is the more general principle of which "no failure offscreen" is a special case) plays a central role (in Czege's terms, as quoted by me upthread, "push[ing] and pull[ing] in ways that are interesting to me and to the player"), have a look at these actual play posts. Apart from anything else, they show the distinction between situational authority and plot authority in action.
 

Vegepygmy

First Post
BryonD said:
So when you say the characters will always get there on time
Actually, that's your paraphrase.
Six posts ago, you accepted his paraphrase:

pemerton said:
BryonD said:
By assuring that characters will always get there in time, the game would completely deny them the potential for actually achieving "getting there in time".
Well, yes. But it would thereby guarantee them the possiblity of "failing in what they hoped to achieve by getting there".
Objecting to the accuracy of his paraphrase six posts after the fact smacks of moving the goalposts. Just sayin'.
 

pemerton

Legend
Six posts ago, you accepted his paraphrase:

Objecting to the accuracy of his paraphrase six posts after the fact smacks of moving the goalposts. Just sayin'.
First - in the second passage you quote, I'm agreeing with the stated implication. I didn't say anything about the antecedent.

Second - how am I moving the goalposts? This whole exchange started because I said that timelines aren't a good solution to the 15-min day for all scenarios and all playstyles. And I gave my own playstyle - "no failure offscreen" - as an example.

And now, for some reason, BryonD has taken on the mission of trying to persuade me either (i) that I don't understand my own playstyle, or (ii) that my playstyle can't have longterm consequences (because it doesn't make operational time-management a focus of play), or (iii) something else that I haven't figured out yet.

To be honest, I don't know what BryonD is trying to prove.
 

BryonD

Hero
No I didn't. I said that not getting there on time because you got stuck at a red light would be anticlimactic. This is true whether or not the red light happend on screen.
That is a major recharacterization of what you previously said.

It is now also a pointless straw man because no one is arguing that getting stopped at red lights is something to defend.

If prior actions establish that the hero can't get there on time, then the hero can't get there on time.
 

Hussar

Legend
That is a major recharacterization of what you previously said.

It is now also a pointless straw man because no one is arguing that getting stopped at red lights is something to defend.

If prior actions establish that the hero can't get there on time, then the hero can't get there on time.

But, that's only true if the time limit has also been established as well. Otherwise, the bomb goes off when I, the DM, decide that it does. Because, well, since it's not established anywhere but in my notes, then it isn't really established at all.

Thus, the heroes will always arrive just before the damsel gets sacrificed. Because, well, the exact timing of the sacrifice will almost never be pre-defined.
 

BryonD

Hero
But, that's only true if the time limit has also been established as well. Otherwise, the bomb goes off when I, the DM, decide that it does. Because, well, since it's not established anywhere but in my notes, then it isn't really established at all.

Thus, the heroes will always arrive just before the damsel gets sacrificed. Because, well, the exact timing of the sacrifice will almost never be pre-defined.
The initial comments were critical of simulation and the idea of looking at a character's speed to see if he could get there in time. So for this debate a known deadline is a given.
 

Remove ads

Top