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DMG excerpt: Carousing!
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<blockquote data-quote="pemerton" data-source="post: 6451227" data-attributes="member: 42582"><p>I agree with [MENTION=2374]Wyvern[/MENTION]'s reply to this.</p><p></p><p>The reason it matters that the PC is present is because this is a rule for the heroic characters in a game of heroic fantasy spending their downtime. If the PC didn't have to be present, it wouldn't be a <em>downtime</em> system.</p><p></p><p>If, in your game, you don't want to treat stronghold construction as a downtime system, then you're free not to.</p><p></p><p></p><p>It seems to me that these are the best two competing interpretations of the "+3 days" rule. There is the simulationist interpretation: that the presence of the PC speeds up what otherwise would happen anyway. And there is the gameplay interpretation: that building is a downtime activity which requires the player to commit his/her PC's downtime, and the +3 days rule is part of the rules structure for enforcing that.</p><p></p><p>Which interpretation a table goes with should probably depend on whether they prefer the sim approach or the game approach.</p><p></p><p></p><p>Look at [MENTION=6777052]BoldItalic[/MENTION]'s posts in this thread. These rules aren't (or, at least, needn't be interpreted as) an attempt to work out what happens in the real world. I mean, imagine if, in the real world, every time I walked out my door Elminster and his friends kept asking me to help them save the world! The reason the PCs keep getting sent on ludicrously dangerous missions is because they are protagonists in a fantasy adventure; similarly, one way of making sense of the downtime rules it that they are rules for how protagonists in a fantasy RPG spend their downtime. If the PC doesn't personally spend the time, things go wrong - <em>because</em> the PC is the protagonist. Ordinary people in the Forgotten Realms don't have so much trouble getting things built, but then they don't save the world very often either.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6451227, member: 42582"] I agree with [MENTION=2374]Wyvern[/MENTION]'s reply to this. The reason it matters that the PC is present is because this is a rule for the heroic characters in a game of heroic fantasy spending their downtime. If the PC didn't have to be present, it wouldn't be a [I]downtime[/I] system. If, in your game, you don't want to treat stronghold construction as a downtime system, then you're free not to. It seems to me that these are the best two competing interpretations of the "+3 days" rule. There is the simulationist interpretation: that the presence of the PC speeds up what otherwise would happen anyway. And there is the gameplay interpretation: that building is a downtime activity which requires the player to commit his/her PC's downtime, and the +3 days rule is part of the rules structure for enforcing that. Which interpretation a table goes with should probably depend on whether they prefer the sim approach or the game approach. Look at [MENTION=6777052]BoldItalic[/MENTION]'s posts in this thread. These rules aren't (or, at least, needn't be interpreted as) an attempt to work out what happens in the real world. I mean, imagine if, in the real world, every time I walked out my door Elminster and his friends kept asking me to help them save the world! The reason the PCs keep getting sent on ludicrously dangerous missions is because they are protagonists in a fantasy adventure; similarly, one way of making sense of the downtime rules it that they are rules for how protagonists in a fantasy RPG spend their downtime. If the PC doesn't personally spend the time, things go wrong - [I]because[/I] the PC is the protagonist. Ordinary people in the Forgotten Realms don't have so much trouble getting things built, but then they don't save the world very often either. [/QUOTE]
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