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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="S'mon" data-source="post: 7574387" data-attributes="member: 463"><p>The players once or twice stayed in the dungeon between sessions (no time passing) but it was their choice.</p><p></p><p>Normally when time comes to leave, if we are out of real time then they get out with no encounter checks. I assume they find their way back to the surface down what are usually well travelled routes - the pace of exploration is typically slow, a few rooms per session, with lots of cleared territory along safe route to their rear. I usually only do 1 or two encounter checks for the start of session travel to the exploration front - the dungeon frontier - reflecting repopulation & movement of monsters during the downtime, and so 0 checks when leaving is not implausible. Unlike hardcore Gygaxian play, I do not require players to navigate their way out in game.</p></blockquote><p></p>
[QUOTE="S'mon, post: 7574387, member: 463"] The players once or twice stayed in the dungeon between sessions (no time passing) but it was their choice. Normally when time comes to leave, if we are out of real time then they get out with no encounter checks. I assume they find their way back to the surface down what are usually well travelled routes - the pace of exploration is typically slow, a few rooms per session, with lots of cleared territory along safe route to their rear. I usually only do 1 or two encounter checks for the start of session travel to the exploration front - the dungeon frontier - reflecting repopulation & movement of monsters during the downtime, and so 0 checks when leaving is not implausible. Unlike hardcore Gygaxian play, I do not require players to navigate their way out in game. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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