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Consequences of Failure
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<blockquote data-quote="Celebrim" data-source="post: 7796662" data-attributes="member: 4937"><p>I generally agree with you about the point, if not maybe the specifics. For example, you will always eventually find yourself in scenarios where random encounters don't make a lot of sense given the fiction, much less hourly random encounters. I would caution against always inventing a random encounter to punish players for time wasting.</p><p></p><p>But in general, I agree that time spent can be a meaningful consequence of failure. Someone earlier proposed a scenario where the party was trying to find information in a library. We could easily imagine a situation where there was no meaningful consequence of failing some sort of research or investigation check because the library had no meaningful random encounters for whatever reason. But at the same time, depending on the size of the library the consequences of an exhaustive approach to searching it could be meaningful in and of itself. </p><p></p><p>But whether it is or not really isn't important. What is important is that if the players propose to do an exhaustive search that has no meaningful consequence of failure, and all their contingencies are accounted for, this is essentially down time. With party permission, you can resolve this as simply as saying, "Ok, two weeks pass, and you are neck deep in books, bored, and have discarded an almost endless number of false leads that led nowhere, when Sandra says, "Hey guys. Take a look at this. I think I found something." Hopefully, with good game design and functional players, whatever they found will lead to exciting challenges.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7796662, member: 4937"] I generally agree with you about the point, if not maybe the specifics. For example, you will always eventually find yourself in scenarios where random encounters don't make a lot of sense given the fiction, much less hourly random encounters. I would caution against always inventing a random encounter to punish players for time wasting. But in general, I agree that time spent can be a meaningful consequence of failure. Someone earlier proposed a scenario where the party was trying to find information in a library. We could easily imagine a situation where there was no meaningful consequence of failing some sort of research or investigation check because the library had no meaningful random encounters for whatever reason. But at the same time, depending on the size of the library the consequences of an exhaustive approach to searching it could be meaningful in and of itself. But whether it is or not really isn't important. What is important is that if the players propose to do an exhaustive search that has no meaningful consequence of failure, and all their contingencies are accounted for, this is essentially down time. With party permission, you can resolve this as simply as saying, "Ok, two weeks pass, and you are neck deep in books, bored, and have discarded an almost endless number of false leads that led nowhere, when Sandra says, "Hey guys. Take a look at this. I think I found something." Hopefully, with good game design and functional players, whatever they found will lead to exciting challenges. [/QUOTE]
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