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General Tabletop Discussion
*Dungeons & Dragons
Downtime Mechanics?
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<blockquote data-quote="cjr88" data-source="post: 6137998" data-attributes="member: 6727972"><p>Well the reason for this problem is that DMs now are less creative and the rule and mechanics have been stream lined. Originally in D&D you where handed a rule book and told have fun. You sat down the the world you play in and the adventure you go on sprung forth from the DM's imagination, and was fine tuned and made even more real by the players' imagination. So, the big difference between that and now is that is that all these premade adventures have to push you forward or else it risks boring the players because the a lot of players are used to this constant adventuring and get bored in downtime. But, have the the world made by you and your players it makes the game much more intractable. I still run homemade campaigns in a homemade world and my players love it and take all the downtime they want. They actually have spent about two weeks in a city hardly doing anything productive before, they just spent tons of money on booze. I mean they spent so much on booze they didn't have money for proper equipment... I don't even know how they thought that one was a good idea. But in my game clerics can get followings and even start a church, rouges and join a thieves guild, ect... players have even bult houses before. When I DM my players can literally do anything they want to within reason. Our sorcerer landed himself in jail for burning down a food cart and the only person willing to help was our drunk rouge. It was quite the situation...</p></blockquote><p></p>
[QUOTE="cjr88, post: 6137998, member: 6727972"] Well the reason for this problem is that DMs now are less creative and the rule and mechanics have been stream lined. Originally in D&D you where handed a rule book and told have fun. You sat down the the world you play in and the adventure you go on sprung forth from the DM's imagination, and was fine tuned and made even more real by the players' imagination. So, the big difference between that and now is that is that all these premade adventures have to push you forward or else it risks boring the players because the a lot of players are used to this constant adventuring and get bored in downtime. But, have the the world made by you and your players it makes the game much more intractable. I still run homemade campaigns in a homemade world and my players love it and take all the downtime they want. They actually have spent about two weeks in a city hardly doing anything productive before, they just spent tons of money on booze. I mean they spent so much on booze they didn't have money for proper equipment... I don't even know how they thought that one was a good idea. But in my game clerics can get followings and even start a church, rouges and join a thieves guild, ect... players have even bult houses before. When I DM my players can literally do anything they want to within reason. Our sorcerer landed himself in jail for burning down a food cart and the only person willing to help was our drunk rouge. It was quite the situation... [/QUOTE]
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