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General Tabletop Discussion
*TTRPGs General
A Discussion in Game Design: The 15 minute work day.
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<blockquote data-quote="Imperialus" data-source="post: 5265341" data-attributes="member: 893"><p>I think a lot of this problem comes from D&D's tradition of relatively static dungeons and adventures. If the PC's know that when they run away and rest things will stay largely the same once they get back there is little incentive not to make a tactical retreat and try again the next morning. If on the other hand there is a time crunch and the PC's need to move in, complete their objective and get the hell out before the dreck hits the fan then they'll do so. The length of time they spend actually hitting things is immaterial.</p><p></p><p>The other thing that probably contributes is the abilities and hitpoints that reset like clockwork, once a day, once an encounter ect.</p><p></p><p>Just for example, I play a lot of Shadowrun. A typical 'run' looks like this:</p><p></p><p>1) Get the job, takes less than an hour in game and around the table.</p><p></p><p>2) do some legwork, plan for how to approach the target. (this typically takes an entire session). This will sometimes last 2 or 3 days of gametime, focused mostly on social skills, contacts, and other 'soft' attributes. Sometimes a minor firefight or other scuffle but typically of the low risk sort unless they do something stupid. </p><p></p><p>3) Do the run, this will sometimes span multiple sessions but for the PC's almost everything happens in less than an hour. Once they commit, it's almost impossible to extract and come back for another kick at the can. Heck, once they 'go loud' their adventuring day had better get a lot shorter than 15 minutes, because in less than 10 there will be corporate computer guys sealing the building, tracking them IDing them, feeding their locations to the fast response team that is choppering in from offsite, and the bound spirits getting sent to the location, all sorts of nasty crap. The longer the PC's spend onsite the more and more difficult it becomes for them to get out again.</p><p></p><p>4) Get paid, recuperate, and all that good stuff. Often lasts a couple weeks in game, and mostly takes place between sessions via email.</p><p></p><p>Edge, which fills a similar role in Shadowrun as AP do in D&D is the only resource that 'refreshes', and it does so over the course of the PC's downtime. If there is no downtime (of several days at least) there is no edge refresh. Damage in Shadowrun also heals significantly slower than in D&D, getting the crap kicked out of you can take the wind out of your sails for days, sometimes weeks.</p></blockquote><p></p>
[QUOTE="Imperialus, post: 5265341, member: 893"] I think a lot of this problem comes from D&D's tradition of relatively static dungeons and adventures. If the PC's know that when they run away and rest things will stay largely the same once they get back there is little incentive not to make a tactical retreat and try again the next morning. If on the other hand there is a time crunch and the PC's need to move in, complete their objective and get the hell out before the dreck hits the fan then they'll do so. The length of time they spend actually hitting things is immaterial. The other thing that probably contributes is the abilities and hitpoints that reset like clockwork, once a day, once an encounter ect. Just for example, I play a lot of Shadowrun. A typical 'run' looks like this: 1) Get the job, takes less than an hour in game and around the table. 2) do some legwork, plan for how to approach the target. (this typically takes an entire session). This will sometimes last 2 or 3 days of gametime, focused mostly on social skills, contacts, and other 'soft' attributes. Sometimes a minor firefight or other scuffle but typically of the low risk sort unless they do something stupid. 3) Do the run, this will sometimes span multiple sessions but for the PC's almost everything happens in less than an hour. Once they commit, it's almost impossible to extract and come back for another kick at the can. Heck, once they 'go loud' their adventuring day had better get a lot shorter than 15 minutes, because in less than 10 there will be corporate computer guys sealing the building, tracking them IDing them, feeding their locations to the fast response team that is choppering in from offsite, and the bound spirits getting sent to the location, all sorts of nasty crap. The longer the PC's spend onsite the more and more difficult it becomes for them to get out again. 4) Get paid, recuperate, and all that good stuff. Often lasts a couple weeks in game, and mostly takes place between sessions via email. Edge, which fills a similar role in Shadowrun as AP do in D&D is the only resource that 'refreshes', and it does so over the course of the PC's downtime. If there is no downtime (of several days at least) there is no edge refresh. Damage in Shadowrun also heals significantly slower than in D&D, getting the crap kicked out of you can take the wind out of your sails for days, sometimes weeks. [/QUOTE]
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