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Age of Worms - spoilers included
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<blockquote data-quote="WhimsyTheFae" data-source="post: 2755104" data-attributes="member: 8964"><p>I would not say that this should be a case of adventure for two hours, rest for eight hours, go back in, repeat. Instead, it would be adventure for two hours, go back to town. Sit in the tavern and lick your wounds/discuss strategy/drink up, then go to bed, then wake up the next day.</p><p></p><p>If the two day timeline is a problem, then you can play that "realistically" as well. In my job, if I am given a deadline that is unrealistic, I discuss this with my boss. Rarely have I been forced to do the impossible (although occasionally you have to put in some extra work). The characters should ask themselves a few questions regarding these orders:</p><p></p><p>1. What is the church's motivation? If it is recovery of valuables, then success is probably important. After your first incursion, I would think that you have enough information to go back and let them know that two days may not be possible. Ask them if they can't do anything to try to delay the other adventurers so that you can have more time.</p><p></p><p>2. Does the church value your lives? If they expect you to do this in two days or die trying, it doesn't make much sense (unless they don't like you). If you are unable to do this, not only will you have died in vain, you would have also made it easier for the other party to succeed. Go back and ask them if this is so important, then why send amateurs to do this.</p><p></p><p>3. What are their plans if you fail? Their time is probably up and if you were the best they had then they don't even have the resources to get the treasure from the other group. In addition, now they are out the treasure and followers. If you are not the best they had, then why did they send you. Unless this is a case of underestimating the difficulty of the task (in which case, the church should allow you to give up the task, have more time or gain additional assistance).</p><p></p><p>I am not too keen on good aligned institutions imposing unrealistic timelines on unqualified groups to accomplish utmost importance missions. I realize that this happens a lot and is part of adventure gaming, but it is a bit difficult to swallow at time. It's like have the nation perform an special ops mission with the national guard, while the special ops groups remain at home.</p></blockquote><p></p>
[QUOTE="WhimsyTheFae, post: 2755104, member: 8964"] I would not say that this should be a case of adventure for two hours, rest for eight hours, go back in, repeat. Instead, it would be adventure for two hours, go back to town. Sit in the tavern and lick your wounds/discuss strategy/drink up, then go to bed, then wake up the next day. If the two day timeline is a problem, then you can play that "realistically" as well. In my job, if I am given a deadline that is unrealistic, I discuss this with my boss. Rarely have I been forced to do the impossible (although occasionally you have to put in some extra work). The characters should ask themselves a few questions regarding these orders: 1. What is the church's motivation? If it is recovery of valuables, then success is probably important. After your first incursion, I would think that you have enough information to go back and let them know that two days may not be possible. Ask them if they can't do anything to try to delay the other adventurers so that you can have more time. 2. Does the church value your lives? If they expect you to do this in two days or die trying, it doesn't make much sense (unless they don't like you). If you are unable to do this, not only will you have died in vain, you would have also made it easier for the other party to succeed. Go back and ask them if this is so important, then why send amateurs to do this. 3. What are their plans if you fail? Their time is probably up and if you were the best they had then they don't even have the resources to get the treasure from the other group. In addition, now they are out the treasure and followers. If you are not the best they had, then why did they send you. Unless this is a case of underestimating the difficulty of the task (in which case, the church should allow you to give up the task, have more time or gain additional assistance). I am not too keen on good aligned institutions imposing unrealistic timelines on unqualified groups to accomplish utmost importance missions. I realize that this happens a lot and is part of adventure gaming, but it is a bit difficult to swallow at time. It's like have the nation perform an special ops mission with the national guard, while the special ops groups remain at home. [/QUOTE]
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