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<blockquote data-quote="utopia27" data-source="post: 5611348" data-attributes="member: 26707"><p>I just wanted to amplify an earlier point - 15 MD is a resource management issue (in a game rules analysis sense). </p><p></p><p>There is an objective(s) - save the damsel, defeat the evil overlord, whatever. This is a constrained resource - characters have various powers/capabilities usable a finite number of times per day, or for a certain duration per day. There is risk management - personal risk (medic!), and objective risk. </p><p></p><p>As long as time is a free resource - no 'cost', no additional personal risk, no additional objective risk, then the REASONABLE, RATIONAL way to achieve the objective at minimal risk is to spend time like water, and nova for 15 MD.</p><p></p><p>There are circumstances where this is realistic and appropriate. Most 'secrets of the ancients' and 'plunder the tomb of the overlord' type scenarios are in this category. The secret/tomb/mcguffin has been at rest for thousands of years. If it takes a week to get past the front door, it's probably not going anywhere. Biggest downside - need to get a walker for the half-orc barbarian after a few years.</p><p></p><p>In many circumstances, time is NOT a free commodity. Dragon-captured damsels are a perishable commodity - spending time increases risk to objective. Some objectives are event-driven - the end-the-word-ceremony occurs on the solstice in 96 hours, the prisoner will be transported between facilities on Tuesday, the Big Fight and Chariot Races are on the same night as the end of the month Just This Once so the casino heist will Never Ever be better. For these scenarios, time must be managed as a resource against risk to the objective. Characters have rivals and enemies - spending time (particularly in one place) increases personal risk. More directly, a character(s) can be cursed/diseased/geased, and spending time doesn't increase "risk", it introduces a hard time/capability constraint, with undue delay leading directly and with no uncertainty to death (oh - and failure to meet objective as a consequence).</p><p></p><p>So, to summarize, different adventures can drive different play styles. If there is no consequence for freely spending time, it shouldn't be surprising that time will be spent freely to gain benefit. To drive non-15MD play styles, the GM should ensure that time must be a resource to be managed, by ensuring that it's not free.</p><p></p><p>This is an issue of campaign/adventure design and GM'ing style. Two warnings - 1) if you, as a GM, choose to change up the play style (starting to apply some consequence to wasting in-game time) YOU SHOULD CONSULT and WARN YOUR PLAYERS, 2) remember that the additional resource constraint will reduce characters' other resources - they won't be able to nova 4-5 times/day - so you should adjust challenge levels accordingly (a delicate art requiring practice).</p></blockquote><p></p>
[QUOTE="utopia27, post: 5611348, member: 26707"] I just wanted to amplify an earlier point - 15 MD is a resource management issue (in a game rules analysis sense). There is an objective(s) - save the damsel, defeat the evil overlord, whatever. This is a constrained resource - characters have various powers/capabilities usable a finite number of times per day, or for a certain duration per day. There is risk management - personal risk (medic!), and objective risk. As long as time is a free resource - no 'cost', no additional personal risk, no additional objective risk, then the REASONABLE, RATIONAL way to achieve the objective at minimal risk is to spend time like water, and nova for 15 MD. There are circumstances where this is realistic and appropriate. Most 'secrets of the ancients' and 'plunder the tomb of the overlord' type scenarios are in this category. The secret/tomb/mcguffin has been at rest for thousands of years. If it takes a week to get past the front door, it's probably not going anywhere. Biggest downside - need to get a walker for the half-orc barbarian after a few years. In many circumstances, time is NOT a free commodity. Dragon-captured damsels are a perishable commodity - spending time increases risk to objective. Some objectives are event-driven - the end-the-word-ceremony occurs on the solstice in 96 hours, the prisoner will be transported between facilities on Tuesday, the Big Fight and Chariot Races are on the same night as the end of the month Just This Once so the casino heist will Never Ever be better. For these scenarios, time must be managed as a resource against risk to the objective. Characters have rivals and enemies - spending time (particularly in one place) increases personal risk. More directly, a character(s) can be cursed/diseased/geased, and spending time doesn't increase "risk", it introduces a hard time/capability constraint, with undue delay leading directly and with no uncertainty to death (oh - and failure to meet objective as a consequence). So, to summarize, different adventures can drive different play styles. If there is no consequence for freely spending time, it shouldn't be surprising that time will be spent freely to gain benefit. To drive non-15MD play styles, the GM should ensure that time must be a resource to be managed, by ensuring that it's not free. This is an issue of campaign/adventure design and GM'ing style. Two warnings - 1) if you, as a GM, choose to change up the play style (starting to apply some consequence to wasting in-game time) YOU SHOULD CONSULT and WARN YOUR PLAYERS, 2) remember that the additional resource constraint will reduce characters' other resources - they won't be able to nova 4-5 times/day - so you should adjust challenge levels accordingly (a delicate art requiring practice). [/QUOTE]
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