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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Rya.Reisender" data-source="post: 7119597" data-attributes="member: 6801585"><p>So I haven't played all official adventures yet, but all of the ones I played so far had a sense of urgency for the players, because usually someone was kidnapped and the players are like "Yikes, we need to hurry up or else he is dead before we find him". Granted, the official modules don't have any handling on what happens when the players take too long, but I found the trick is to give my players the impression they need to hurry without actually having a dead line.</p><p></p><p>Apart from this, the official adventures also provide other stuff that helps against players resting too much. For example random encounters. They usually are written to have a chance to happen every X hours. So resting is always a risk to be attacked. The villains actively attacking the PCs (or villages) is also handled in several official APs and usually leave a lot of freedom to the DM on when these events happen, so you can always use them to tell the players "well if you waste too much time, bad things will happen".</p><p></p><p>Finally some dungeons are also written so that "when the adventurers return later", they have stronger enemies. I usually apply this for cases when PCs leave the whole dungeon to take a long rest in a safe area and then come back. Taking on the dungeon without any long rest, might actually be easier.</p><p></p><p>So that's the freedom I feel the official APs give me.</p><p></p><p>I don't have any problems with resting so far. The biggest issue was that our Warlock wanted to short rest after every single battle, but even that I managed to solve by telling him "If you rest after only one battle, there's a higher chance to be ambushed".</p></blockquote><p></p>
[QUOTE="Rya.Reisender, post: 7119597, member: 6801585"] So I haven't played all official adventures yet, but all of the ones I played so far had a sense of urgency for the players, because usually someone was kidnapped and the players are like "Yikes, we need to hurry up or else he is dead before we find him". Granted, the official modules don't have any handling on what happens when the players take too long, but I found the trick is to give my players the impression they need to hurry without actually having a dead line. Apart from this, the official adventures also provide other stuff that helps against players resting too much. For example random encounters. They usually are written to have a chance to happen every X hours. So resting is always a risk to be attacked. The villains actively attacking the PCs (or villages) is also handled in several official APs and usually leave a lot of freedom to the DM on when these events happen, so you can always use them to tell the players "well if you waste too much time, bad things will happen". Finally some dungeons are also written so that "when the adventurers return later", they have stronger enemies. I usually apply this for cases when PCs leave the whole dungeon to take a long rest in a safe area and then come back. Taking on the dungeon without any long rest, might actually be easier. So that's the freedom I feel the official APs give me. I don't have any problems with resting so far. The biggest issue was that our Warlock wanted to short rest after every single battle, but even that I managed to solve by telling him "If you rest after only one battle, there's a higher chance to be ambushed". [/QUOTE]
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