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<blockquote data-quote="GQuail" data-source="post: 3052799" data-attributes="member: 30709"><p>I meant specifically that the multi-group, one dungeon was made obsolete in groups who adopted more "narrative" styles: to whit, if your game is about the battle between your players and a cult who they chase around the continent, you can't always magically drag and drop that 3rd level PC they played three sessions and 140 miles ago, and if there's three or four adventures in a row about how a bounty on the PCs head has them being chased as a group out of a village, why are any of the other PCs electing to join this group between sessions? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p></p><p>I'm not saying that DMs of 3.x don't measure time: just that they're reason for doing so is because of the world, nto because of making multiple groups dungeon delves mesh together, and so the OP posts this thread specifically because he needs a slightly different system than he'll be used to, because it's dealing with such an odd idea.</p><p></p><p></p><p></p><p>Again, that's not unusual: I do it, and make a point mid-session of noting on my IC calendar when a day passes. The point of my post (and I'm sorry I didn't make this clear earlier) was your shock that a group wouldn't do this because it would lead to "BBEG gettnig killed twice" otherwise: and in my experience, there just aren't that many people playing that way anymore, so to a lot of people tracking time units of individual PCs to avoid that is a non-issue. The OP is in no confusion about this, hence the title of his thread: it's not the norm to him, or to most people on ENworld.</p><p></p><p></p><p></p><p>Well, in my campaign, this type of situation wouldbn't come up: except in the short distance, short term context of "I caused an explosion down town while you were talking to the Mages guild twelve blocks away", which has indeed occured and does require DM arbitration as to how it all plugs together, but in that case I'm talking about things that happen in the course of one in-game day: things spaced out over a session, where you jump between different groups spread out over a small area. The idea that I'd be running more than one group apart for so long that the kind of problem you describe could emerge is alien to a lot of D&Ders: or at least, would be an odd campaign, not the norm you seem to think it is. <em>That</em> idea is "old school", and you'd be hard pushed to find someone unwilling to class it as such.</p><p></p><p></p><p></p><p>We track our offspring: we just don't <em>play them as a seperate PC group at the same time</em>. ;-)</p><p></p><p>I think we've muddled about a bit over some sentence phrasing here, and should probably quit whinging at each other and let <strong>airwalkrr</strong> have the stage again. I'm keen to hear about how his Castle Greyhawk's ruins are going to look. ;-)</p></blockquote><p></p>
[QUOTE="GQuail, post: 3052799, member: 30709"] I meant specifically that the multi-group, one dungeon was made obsolete in groups who adopted more "narrative" styles: to whit, if your game is about the battle between your players and a cult who they chase around the continent, you can't always magically drag and drop that 3rd level PC they played three sessions and 140 miles ago, and if there's three or four adventures in a row about how a bounty on the PCs head has them being chased as a group out of a village, why are any of the other PCs electing to join this group between sessions? :-) I'm not saying that DMs of 3.x don't measure time: just that they're reason for doing so is because of the world, nto because of making multiple groups dungeon delves mesh together, and so the OP posts this thread specifically because he needs a slightly different system than he'll be used to, because it's dealing with such an odd idea. Again, that's not unusual: I do it, and make a point mid-session of noting on my IC calendar when a day passes. The point of my post (and I'm sorry I didn't make this clear earlier) was your shock that a group wouldn't do this because it would lead to "BBEG gettnig killed twice" otherwise: and in my experience, there just aren't that many people playing that way anymore, so to a lot of people tracking time units of individual PCs to avoid that is a non-issue. The OP is in no confusion about this, hence the title of his thread: it's not the norm to him, or to most people on ENworld. Well, in my campaign, this type of situation wouldbn't come up: except in the short distance, short term context of "I caused an explosion down town while you were talking to the Mages guild twelve blocks away", which has indeed occured and does require DM arbitration as to how it all plugs together, but in that case I'm talking about things that happen in the course of one in-game day: things spaced out over a session, where you jump between different groups spread out over a small area. The idea that I'd be running more than one group apart for so long that the kind of problem you describe could emerge is alien to a lot of D&Ders: or at least, would be an odd campaign, not the norm you seem to think it is. [i]That[/i] idea is "old school", and you'd be hard pushed to find someone unwilling to class it as such. We track our offspring: we just don't [i]play them as a seperate PC group at the same time[/i]. ;-) I think we've muddled about a bit over some sentence phrasing here, and should probably quit whinging at each other and let [b]airwalkrr[/b] have the stage again. I'm keen to hear about how his Castle Greyhawk's ruins are going to look. ;-) [/QUOTE]
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