AnotherGuy
Hero
Just included both comments that relate to each other in the above quote.Yes, that is a real play example of my "Situation D": players are guaranteed to reach the summoning in time, so reaching the summoning in time cannot be a subject of game play. It's context for game play. (snip) Did players knowing they couldn't fail to get to the summoning on time affect their game play in any way? (This interacts with my question above.)
You're 100% correct - reaching the summoning in time is not the object of game play.
The factors that are important are the allies they gain, the hindrances they incur on the Cult of the Dragon etc all of which I assigned mechanical weight to, which affects the final set of encounters.
And to answer your question, yes. I provided them a document which reflected the game's scorecard, with the mechanics of their choice of allies and decisions made affect, arriving early/late affects the final battle and even how the clock works.
I actually created an entire thread about this, but I'm not very articulate so it didn't gain much traction.

So in the AP there is a spy (Cylanestriel) who provides information on the Cult's activities. She provided an estimated figure for when the Cult would be ready to summon Tiamat based on her undercover work.Does "according to a randomised date" mean that the budget to stack enemies is effectively randomised? Of is the lateness of players arriving something that their game play along the way to getting there decides?
In the fiction she said approximately 3 months, but in gamist terms this was translated to 90 + 2d10 days which will ONLY BE ROLLED upon the PC's arrival, if after the 90-day mark.
Player-facing Mechanic
Throughout this storyline the timeline has played an important role, but the Clock only started ticking when an injured elf ranger by the name of Cylanestrial “First Arrow”, a Harper and a cousin of Skyla Artemis, informed the Council that according to her investigation as an undercover operative at the Well of Dragons, the Cult of Dragon were approximately 3 months from realising their objective of summoning Tiamat.
In effect, the date communicated in gamist terms was 90 +2d10 days, the rolling of which will only occur upon the PCs arrival at the Well of Dragons.
Should the PCs arrive early, there are no changes to the Encounter Budget.
However, should the PCs arrive late,
(a) The Encounter Budget is increased by 5,900 XP. This addition may be added to 1 or apportioned amongst many of the abovelisted encounters.
(b) The Random Encounter probability is increased by 1 for every 2 days.
Per the DMG page 86, Random Encounters occur on an 18-20 on a 1d20, the rate of which will be every half hour in this location. Should the PCs arrive at the Well of Dragons 2 days late, the probability of a Random Encounter will increased from 18-20 to 17-20.
In short, the Clock’s only purpose is to determine the change in the Encounter Budget, the PCs will always arrive on time for the summoning of Tiamat. i.e. Always during the most exciting moment.
In effect, the date communicated in gamist terms was 90 +2d10 days, the rolling of which will only occur upon the PCs arrival at the Well of Dragons.
Should the PCs arrive early, there are no changes to the Encounter Budget.
However, should the PCs arrive late,
(a) The Encounter Budget is increased by 5,900 XP. This addition may be added to 1 or apportioned amongst many of the abovelisted encounters.
(b) The Random Encounter probability is increased by 1 for every 2 days.
Per the DMG page 86, Random Encounters occur on an 18-20 on a 1d20, the rate of which will be every half hour in this location. Should the PCs arrive at the Well of Dragons 2 days late, the probability of a Random Encounter will increased from 18-20 to 17-20.
In short, the Clock’s only purpose is to determine the change in the Encounter Budget, the PCs will always arrive on time for the summoning of Tiamat. i.e. Always during the most exciting moment.
Well analysed.In F', C's survival isn't really a subject of game play even though it's decided by player actions, because players can't form any gameful intentions toward it. One difference between GM-decides and mechanics-decide is that which may be drawn between "playfulness" and "gamefulness". To the extent that GM's heuristic is not wholly known to players, they can engage with it playfully but not gamefully. The better the heuristic is known (including the less it is fluid), the more they can engage with it gamefully.
I appreciate your clarity in this, expressing it far better than I could.Your clock seems like an example of a GM fixing and externalising their heuristic so that it can become a subject of game play.
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