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Do you use deadlines in your campaign?
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<blockquote data-quote="TheAuldGrump" data-source="post: 5189014" data-attributes="member: 6957"><p>Both - I generally use a timeline that gets modified by the players actions, rewriting it as events occur that are beyond the villain's control, and I will sometimes fudge things so that they arrive 'in the nick' when they had something like a few hours, or had 'missed it by that much'.</p><p></p><p>Generally I use a timeline, not just a deadline - the bad guys have a list of what they are trying to accomplish, and when they attempt various portions of their nefarious plans.</p><p></p><p>Sometimes it is fixed by events beyond anyone's control - a solar eclipse, the tide, the thirteenth full moon of a year (a 'blue moon').... Things like that. If a sea cave can only be entered at low tide, and incoming the tide becomes a battering ram smashing all before it, then no one uses the cave after a certain time. (Gotta love the Bay of Fundy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>If I am going for a pulpy feel then the heroes will enter the chambers of The MOLOCH Engine in the nick of time, because it is more fun that way - the players don't need to know that the plot revolves around their actions, and they have been in enough of my games where time <em>did</em> matter that they won't shilly shally.</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 5189014, member: 6957"] Both - I generally use a timeline that gets modified by the players actions, rewriting it as events occur that are beyond the villain's control, and I will sometimes fudge things so that they arrive 'in the nick' when they had something like a few hours, or had 'missed it by that much'. Generally I use a timeline, not just a deadline - the bad guys have a list of what they are trying to accomplish, and when they attempt various portions of their nefarious plans. Sometimes it is fixed by events beyond anyone's control - a solar eclipse, the tide, the thirteenth full moon of a year (a 'blue moon').... Things like that. If a sea cave can only be entered at low tide, and incoming the tide becomes a battering ram smashing all before it, then no one uses the cave after a certain time. (Gotta love the Bay of Fundy. :) ) If I am going for a pulpy feel then the heroes will enter the chambers of The MOLOCH Engine in the nick of time, because it is more fun that way - the players don't need to know that the plot revolves around their actions, and they have been in enough of my games where time [i]did[/i] matter that they won't shilly shally. The Auld Grump [/QUOTE]
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