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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="pemerton" data-source="post: 7567794" data-attributes="member: 42582"><p>Which systems are you referring to. What "majority of systems"? What does "common usage" mean here other than <em>what Maxperson assumes</em>?</p><p></p><p>I'm familiar with a fair number of systems. None of them specifies what is meant, in terms of time spent, by "We are checking out the teahouse to see if there are sect members there." Traveller does suggest a week as the default time unit for doing this sort of stuff on-world. But even AD&D, which has clear time-unit assumptions for combat (1 minute rounds), dungeon exploration (10 minute turns) and outdoor exploration (24 hour days), does not speciy a default time unit for urban exploration. (The closest thing to that is found in Appendix C of the DMG, which says that the GM should "[c]heck for encounters every three turns as normally, or otherwise as desired.")</p><p></p><p>If I was GMing such a system (which in <em>my</em> experience would be one of the majority) and the time spent actually mattered, then I would ask the players how long they are intending to spend doing this thing.</p><p></p><p>EDIT: Taken literally, the AD&D City/Town Encounter Matrix suggests that someone wandering around the more desolate areas of a town at night will encounter some undead, demonic or similar sort of entity once every 4 hours or so (12% chance of such an encounter on the "Nighttime" column).</p><p></p><p>If that is the "reality" of a AD&D urban areas, it seems that it wouldn't be too out of character to fairly frequently encounter the sorts of cult and sect members who revere and summon such creatures!</p></blockquote><p></p>
[QUOTE="pemerton, post: 7567794, member: 42582"] Which systems are you referring to. What "majority of systems"? What does "common usage" mean here other than [I]what Maxperson assumes[/I]? I'm familiar with a fair number of systems. None of them specifies what is meant, in terms of time spent, by "We are checking out the teahouse to see if there are sect members there." Traveller does suggest a week as the default time unit for doing this sort of stuff on-world. But even AD&D, which has clear time-unit assumptions for combat (1 minute rounds), dungeon exploration (10 minute turns) and outdoor exploration (24 hour days), does not speciy a default time unit for urban exploration. (The closest thing to that is found in Appendix C of the DMG, which says that the GM should "[c]heck for encounters every three turns as normally, or otherwise as desired.") If I was GMing such a system (which in [I]my[/I] experience would be one of the majority) and the time spent actually mattered, then I would ask the players how long they are intending to spend doing this thing. EDIT: Taken literally, the AD&D City/Town Encounter Matrix suggests that someone wandering around the more desolate areas of a town at night will encounter some undead, demonic or similar sort of entity once every 4 hours or so (12% chance of such an encounter on the "Nighttime" column). If that is the "reality" of a AD&D urban areas, it seems that it wouldn't be too out of character to fairly frequently encounter the sorts of cult and sect members who revere and summon such creatures! [/QUOTE]
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