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Anybody tried a campaign "Machinations Meter"?
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<blockquote data-quote="davethegame" data-source="post: 5505980" data-attributes="member: 5389"><p>First, [MENTION=81800]Durn[/MENTION], glad you enjoyed it. I'm not sure I've convinced anyone else to try this particular implementation out yet, but I'm definitely going to be using it going forward. The 5x5 method, on the other hand, has been used by a number of GMs now, and your example looks pretty good. The crux of making the two work together is if you really want to push on the resource management aspect of it, and deal with making resting a big deal, as well as encouraging players to pick their fights carefully. For a campaign, you can always make the triggers different as well, since the ones I used were specifically designed for the Temple of Elemental Evil. You might make Extended Rests and long journeys to be the two main advancements, for instance.</p><p></p><p></p><p></p><p>In play, there was very little metagaming involved- the players learned about what the different factions were up to, and tried to head them off based on what they had learned IC, all the while knowing that the clock was ticking away. As for being too rigid: that's up to the DM. Some DMs have an easier time figuring out a plan in advance and having something to refer to when time is passing to help determine what's going on, and some are more comfortable planning in a shorter timeframe and linking things back.</p></blockquote><p></p>
[QUOTE="davethegame, post: 5505980, member: 5389"] First, [MENTION=81800]Durn[/MENTION], glad you enjoyed it. I'm not sure I've convinced anyone else to try this particular implementation out yet, but I'm definitely going to be using it going forward. The 5x5 method, on the other hand, has been used by a number of GMs now, and your example looks pretty good. The crux of making the two work together is if you really want to push on the resource management aspect of it, and deal with making resting a big deal, as well as encouraging players to pick their fights carefully. For a campaign, you can always make the triggers different as well, since the ones I used were specifically designed for the Temple of Elemental Evil. You might make Extended Rests and long journeys to be the two main advancements, for instance. In play, there was very little metagaming involved- the players learned about what the different factions were up to, and tried to head them off based on what they had learned IC, all the while knowing that the clock was ticking away. As for being too rigid: that's up to the DM. Some DMs have an easier time figuring out a plan in advance and having something to refer to when time is passing to help determine what's going on, and some are more comfortable planning in a shorter timeframe and linking things back. [/QUOTE]
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Anybody tried a campaign "Machinations Meter"?
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