Flamestrike
Legend
Seems true...but I would honestly say that if the CR system is so rigid and can't handle deviation...that's a problem.![]()
And thats a fair criticism.
Zapp just keeps trying to force a round peg into a square hole, and keeps blaming the peg for being the wrong shape.
You mention that Zapp "chooses not to enforce it." How does a DM "enforce" this structure when players decide when they go on or not?
1) Timed adventures. Most of your adventures should feature time constraints (save the princess/ destroy-recover the macguffin/ kill the BBEG) before (time X) or else (bad thing Y) happens.
Most books/ movies/ stories feature heroes doing stuff in a race against the clock (as does real life). Why the heck should your campaign (and adventure) be any different.
2) Environment. Heroes nuke the dungeons 1st room and fall back to long rest? The BBEG moves the macguffin (taking the treasure with him) and the PCs fail. Or he comes after them in force while they rest with the entire dungeons contents all in one encounter and they all die.
If the PCs were in a home base, and baddies killed a bunch of their henchmen on the bottom floor, what would they do?
3) Random (or not so random... wink wink) encounters.
Only so many adventures can have a time-limit feature, right? 4e tried to motivate with the concept of milestones, but even that didn't work often enough.
You dont need to do it every time. Just enforce enough longer adventuring days till your players come to expect it as the default. They then hold back, marshal resources (with this as the expectation) and the everything balances nicely.
Then, just to mess with them - throw them in a 10 encounter day [by 'day', I mean 'period between long rests']. Then give them a day where they get just the one encounter. Then throw a day with 3 encounters (but a chance to short rest after each one). Then throw a few standard days at them. Then maybe back off a bit and let them nova for a few days. Then hit them with another long (8 encounter) adventuring day.
Mix it up. But keep the [6ish encounter/ 2 short rest] adventuring day as your default (enough that the Players come to expect it and marshal resources accordingly).
Its an art more than a science. If the players get comfortable, nuke em. They should be always wary as hell to nova (and avoiding it) because there is a damn fine chance that there is gonna be another encounter (or 10).
Timed encounters give them a good indication and let them plan. Even then, throw em a curveball from time to time. Go down the street to 'house X' and 'kill Y' before 'he does Z' might sound like a single encounter adventuring day, but when the PCs blast a ton of resources nuking the wizards simulacrum (thinking its the wizard) only to find a secret door leading to catacombs beneath the house...
It's happened to me more than once: 5-6 encounters of relatively easy challenge, then the players decide to call it a day before the big 7th one. Sigh.
BBEG notices his mook henchmen are dead and flees with the macguffin/ the princess dies/ the demon is summoned at midnight/ the death star blows up Yavin/ the evil General kills Matrixs daughter/ Sauron conquers Gondor.
You fail and [bad thing] happens.
Depending on the 'bad thing' this could be really bad.
Gamist/ simulationist/ narrativist players - it doesnt matter. DnD players are competitive animals. 'Failing' is something they try to avoid. They invariably use their PCs as personal avatars and pretty much all imagine them to be 'super awesome badass loners with a mysterious background and bi colored eyes and katanas etc' who never lose.
Make them lose. And lose bad. Have it make life more difficult than if they had have won. Have them not get paid or miss out on goodies (they would have got if they succeeded). Have NPCs troll them. Show them the magic item the BBEG had that you custom designed for a PC as his share of the loot and sigh wistfully that 'if only the PCs did that one more encounter...'
They'll catch on. Plus, a bad failure makes the eventual win so much better (novels are based on this idea in fact).
If that fails, just say 'you can rest if you want to but you recover no abilities for so doing because [the Gods say so/ you dont sleep well due to a sleepless night/ I'm the DM and I said so/ you still owe me 5 bucks from last week] or whatever.
It's inelegant and to be avoided, but its your ace up the sleeve for particularly douchebag players. Hit them with an equally douchebag DM move. You win.
I mean; you're the DM. If you cant man up and manage the game, and police the 5 minute adventuring day, you should probably quit at once, crawl from behind the DM screen, and go back to playing.
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