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DM Question: How can I keep my players from taking 3 days to check a room?
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<blockquote data-quote="Sinjin the Rogue" data-source="post: 219706" data-attributes="member: 2288"><p>Here are a few suggestions:</p><p></p><p>1. Make sure that you are keeping track of their food supply. Normally, adventurers will only carry enough food for 5 to 10 days. Once they run out, they need to feel the effects. (Yes, some of the more difficult players will claim they are carrying 50 days worth of rations in the Heward's Handy Haversacks, but even rations can spoil)</p><p></p><p>2. Use wandering monsters to force them to leave.</p><p></p><p>3. Use magical traps that have a time delayed effect. Start counting allowed from ten down to one. After they have suffered the effects of a few magical traps, they will realize that when you start counting, it's time to move on.</p><p></p><p>4. describe to them the effects of the earth beginning to tremble, and dust and dirt falling frm the cealing. Let them realize that a cave-in is imminent so that they move on.</p><p></p><p>And if all else fails:</p><p></p><p>5. Grab your materials, get up from the table and let them know that while they search, you are going to take a break, smoke a cigarette, eat a snack or play nintendo.</p></blockquote><p></p>
[QUOTE="Sinjin the Rogue, post: 219706, member: 2288"] Here are a few suggestions: 1. Make sure that you are keeping track of their food supply. Normally, adventurers will only carry enough food for 5 to 10 days. Once they run out, they need to feel the effects. (Yes, some of the more difficult players will claim they are carrying 50 days worth of rations in the Heward's Handy Haversacks, but even rations can spoil) 2. Use wandering monsters to force them to leave. 3. Use magical traps that have a time delayed effect. Start counting allowed from ten down to one. After they have suffered the effects of a few magical traps, they will realize that when you start counting, it's time to move on. 4. describe to them the effects of the earth beginning to tremble, and dust and dirt falling frm the cealing. Let them realize that a cave-in is imminent so that they move on. And if all else fails: 5. Grab your materials, get up from the table and let them know that while they search, you are going to take a break, smoke a cigarette, eat a snack or play nintendo. [/QUOTE]
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DM Question: How can I keep my players from taking 3 days to check a room?
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