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Controlling Pacing - How do you?
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<blockquote data-quote="Beginning of the End" data-source="post: 5223136" data-attributes="member: 55271"><p>A few options:</p><p></p><p>(1) Make the world a less interesting place. IOW, the breaks in the action aren't about the PCs choosing to take time off. It's because there isn't another adventure to be had. It was decades between the dwarves questing to kill Smaug and the dwarves questing to reclaim Moria. Beowulf, too, had a decades-long wait between Grendel and the Dragon.</p><p></p><p>(2) Talk to the players and see if they're interested in a similar structure. Then have them create characters who have motivations in life <em>other</em> than "adventuring because I like adventuring". This can be "I have non-adventuring priorities" or it might be "there are very specific adventures I will go on". For example, the PCs might be dragon hunters. Dragons don't come along every day, so there'll be long periods of down time between dragon sightings. (And you can get a lot of variety out of that: Dragons can run slaver rings. They can run organized crime syndicates. They can run rampant through the country side. They can try to raise themselves up as dark lords. Dragon hatchlings can zerg a village. Et cetera.)</p><p></p><p>(3) Find a mechanical way to enforce down time. For example, maybe magical healing creates a physical debt that you have to pay. In the short term you can load up, but when the immediate adventure is done your body will shut down. You'll find yourself bed-ridden for the number of days it would have taken you to heal naturally.</p><p></p><p>Also: See if you can track down a copy of <em>Shiki</em> from Gold Rush Games. It was designed for the Sengoku system, but it's easily adapted and is exactly the sort of scenario you're looking for.</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5223136, member: 55271"] A few options: (1) Make the world a less interesting place. IOW, the breaks in the action aren't about the PCs choosing to take time off. It's because there isn't another adventure to be had. It was decades between the dwarves questing to kill Smaug and the dwarves questing to reclaim Moria. Beowulf, too, had a decades-long wait between Grendel and the Dragon. (2) Talk to the players and see if they're interested in a similar structure. Then have them create characters who have motivations in life [i]other[/i] than "adventuring because I like adventuring". This can be "I have non-adventuring priorities" or it might be "there are very specific adventures I will go on". For example, the PCs might be dragon hunters. Dragons don't come along every day, so there'll be long periods of down time between dragon sightings. (And you can get a lot of variety out of that: Dragons can run slaver rings. They can run organized crime syndicates. They can run rampant through the country side. They can try to raise themselves up as dark lords. Dragon hatchlings can zerg a village. Et cetera.) (3) Find a mechanical way to enforce down time. For example, maybe magical healing creates a physical debt that you have to pay. In the short term you can load up, but when the immediate adventure is done your body will shut down. You'll find yourself bed-ridden for the number of days it would have taken you to heal naturally. Also: See if you can track down a copy of [i]Shiki[/i] from Gold Rush Games. It was designed for the Sengoku system, but it's easily adapted and is exactly the sort of scenario you're looking for. [/QUOTE]
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