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General Tabletop Discussion
*Dungeons & Dragons
The Importantance of Time
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<blockquote data-quote="aco175" data-source="post: 8975467" data-attributes="member: 27385"><p>I think a time restraint should be used only some of the time. I do not want everything to be a life or death push to complete right now deal. If the Pcs show up to the tomb that has been sealed for 100 years, what is another hour to take a short rest. Maybe there is a wandering encounter check, or just let them rest since I likely made the dungeon based on the group having all or most all their strength. If the group knows that the temple is going to collapse in 1 hour and they need to get the mcgruffin, then they should be restrained. I would likely have planned the dungeon to take this into account as well. </p><p></p><p>I like the Matt Colville (MCDN) video about time and his saying, "The clock is always ticking." I think it is more for larger spans of time and general adventure picking. The idea of having a few hooks at lower level and letting the group choose one. Say they go to the swamp and deal with the lizardmen at level 1-3 instead of dealing with the orcs, well now the orc chief is gathering more troops and might have some ogres with him. That threat does not remain static and moves with their own goals. It is a way to boost a low level threat for higher level PCs, but also to show the players that putting things off too long has consequences.</p></blockquote><p></p>
[QUOTE="aco175, post: 8975467, member: 27385"] I think a time restraint should be used only some of the time. I do not want everything to be a life or death push to complete right now deal. If the Pcs show up to the tomb that has been sealed for 100 years, what is another hour to take a short rest. Maybe there is a wandering encounter check, or just let them rest since I likely made the dungeon based on the group having all or most all their strength. If the group knows that the temple is going to collapse in 1 hour and they need to get the mcgruffin, then they should be restrained. I would likely have planned the dungeon to take this into account as well. I like the Matt Colville (MCDN) video about time and his saying, "The clock is always ticking." I think it is more for larger spans of time and general adventure picking. The idea of having a few hooks at lower level and letting the group choose one. Say they go to the swamp and deal with the lizardmen at level 1-3 instead of dealing with the orcs, well now the orc chief is gathering more troops and might have some ogres with him. That threat does not remain static and moves with their own goals. It is a way to boost a low level threat for higher level PCs, but also to show the players that putting things off too long has consequences. [/QUOTE]
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