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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Flamestrike" data-source="post: 7120488" data-attributes="member: 6788736"><p>All of which have time constraints ranging from broad: 'Stop the cult before the ritual is complete and Tiamat wins' down to 'youre stuck in a castle overnight and have to recon the mill/ rescue the prisoners/ capture a dragonclaw by dawn.'</p><p></p><p>You just ignore them because your prefer to sook about the game.</p><p></p><p></p><p></p><p>And therein lies your problem. You refuse to set any time constraints on any quests you hand out to your players, <u>resulting in a boring quest that lacks any tension or narrative drive</u>. The players are free to ignore the quest because there are no consequences for failure or success. Nothing changes if they succeed or fail, and they are free to do something else and then come back to the boring quest you've laid in front of them. They can leave a place where they've murdered dozens of people, return weeks later and nothing has changed.</p><p></p><p>When you sit down to design your adventures/ hooks/ quests, start with: PCs must [do X] before [time Y] or else [bad thing Z] happens.' From there, design your individual encounters, and the consequences for failure.</p><p></p><p>If you were writing a book with no temporal constraints or consequences for failure by the protagonists it would be as boring as bat poo. If your antagonist is (trying to destroy the world, sacrificing a maiden, gathering an army, overthrowing the king) he's doing it by (time X). Your players/ protagonists should have to do (task A) by (time X) or else (bad thing Z) happens.</p><p></p><p>Basically mate, you're complaining about a huge flaw in your own DMing and not a flaw with the game. </p><p></p><p>You also consistently refuse to listen to advice given to you on how to be a better DM because (for some reason that escapes me) you would rather complain endlessly and hand-wring on the internet.</p><p></p><p>Its super weird.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7120488, member: 6788736"] All of which have time constraints ranging from broad: 'Stop the cult before the ritual is complete and Tiamat wins' down to 'youre stuck in a castle overnight and have to recon the mill/ rescue the prisoners/ capture a dragonclaw by dawn.' You just ignore them because your prefer to sook about the game. And therein lies your problem. You refuse to set any time constraints on any quests you hand out to your players, [U]resulting in a boring quest that lacks any tension or narrative drive[/U]. The players are free to ignore the quest because there are no consequences for failure or success. Nothing changes if they succeed or fail, and they are free to do something else and then come back to the boring quest you've laid in front of them. They can leave a place where they've murdered dozens of people, return weeks later and nothing has changed. When you sit down to design your adventures/ hooks/ quests, start with: PCs must [do X] before [time Y] or else [bad thing Z] happens.' From there, design your individual encounters, and the consequences for failure. If you were writing a book with no temporal constraints or consequences for failure by the protagonists it would be as boring as bat poo. If your antagonist is (trying to destroy the world, sacrificing a maiden, gathering an army, overthrowing the king) he's doing it by (time X). Your players/ protagonists should have to do (task A) by (time X) or else (bad thing Z) happens. Basically mate, you're complaining about a huge flaw in your own DMing and not a flaw with the game. You also consistently refuse to listen to advice given to you on how to be a better DM because (for some reason that escapes me) you would rather complain endlessly and hand-wring on the internet. Its super weird. [/QUOTE]
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