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Getting to 6 encounters in a day
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<blockquote data-quote="mpwylie" data-source="post: 7428700" data-attributes="member: 6802655"><p>I just don't feel like special carrots to make my players want to push on and not rest is needed, my game already has the best carrot, not dying. </p><p></p><p>What do I mean by that? Well, the world isn't static. If the PCs are in a dungeon and try to long rest after every fight, I am not going to stop them, but the I don't stop my world for their rests either. The denizens of the dungeon are going to become aware of them, they will reinforce/prepare, making it far more difficult and possibly even impossible. The longer the PCs take, the worse it gets. There are many repercussions that can build up aside from just having the monsters prepare. A friend and I were talking and a great example would be that the party is fighting through a dungeon to kill the evil Lich. They barricade themselves after every fight or teleport out and rest for 8 hours, by the time they get to the Lich's room, it's empty. All the loot and the Lich and his phylactery are gone, he decided to get out before they got there. They gave him more than enough time to pack his stuff afterall. So they head back to their town to find it in ruins. The Lich, on his way out, decided that since they ran him out of his lair, he would stop off in their town and meteor swarm it off the map. They lost their town, NPC friends and connections, any gear/loot they left there, any items they had being made. Now they know there are serious ramifications.</p><p></p><p>Same goes for wilderness travel. They want to rest and make a 2 day journey into 10? Well then the bad guys they are headed towards hear of this band of adventurers leaving a wake of death in their path in a straight line to them. They prepare/flee/hide their valuables/set traps or call in other nearby monsters for help. The longer they take, the more the odds go against them, the less loot they get. Just as I have no issue letting them cakewalk one of my encounters because they made good decisions or came up with a great plan, I have no issue building an encounter to TPK levels because they wasted time. </p><p></p><p>It's not even about building in a clock on everything, it's really just about the fact that my world goes on around the party, they are just in a living world. Just because they rest for 8 hours doesn't mean the world stops turning. At the same time, I don't always have 6-8 encounters I expect them to go through, but they won't know that, so they will still conserve resources. Sometimes I set them up to know the day will be short and let them go nova but unless I tell them, the conserve because they have no idea how long their resources will need to stretch.</p></blockquote><p></p>
[QUOTE="mpwylie, post: 7428700, member: 6802655"] I just don't feel like special carrots to make my players want to push on and not rest is needed, my game already has the best carrot, not dying. What do I mean by that? Well, the world isn't static. If the PCs are in a dungeon and try to long rest after every fight, I am not going to stop them, but the I don't stop my world for their rests either. The denizens of the dungeon are going to become aware of them, they will reinforce/prepare, making it far more difficult and possibly even impossible. The longer the PCs take, the worse it gets. There are many repercussions that can build up aside from just having the monsters prepare. A friend and I were talking and a great example would be that the party is fighting through a dungeon to kill the evil Lich. They barricade themselves after every fight or teleport out and rest for 8 hours, by the time they get to the Lich's room, it's empty. All the loot and the Lich and his phylactery are gone, he decided to get out before they got there. They gave him more than enough time to pack his stuff afterall. So they head back to their town to find it in ruins. The Lich, on his way out, decided that since they ran him out of his lair, he would stop off in their town and meteor swarm it off the map. They lost their town, NPC friends and connections, any gear/loot they left there, any items they had being made. Now they know there are serious ramifications. Same goes for wilderness travel. They want to rest and make a 2 day journey into 10? Well then the bad guys they are headed towards hear of this band of adventurers leaving a wake of death in their path in a straight line to them. They prepare/flee/hide their valuables/set traps or call in other nearby monsters for help. The longer they take, the more the odds go against them, the less loot they get. Just as I have no issue letting them cakewalk one of my encounters because they made good decisions or came up with a great plan, I have no issue building an encounter to TPK levels because they wasted time. It's not even about building in a clock on everything, it's really just about the fact that my world goes on around the party, they are just in a living world. Just because they rest for 8 hours doesn't mean the world stops turning. At the same time, I don't always have 6-8 encounters I expect them to go through, but they won't know that, so they will still conserve resources. Sometimes I set them up to know the day will be short and let them go nova but unless I tell them, the conserve because they have no idea how long their resources will need to stretch. [/QUOTE]
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