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<blockquote data-quote="The-Magic-Sword" data-source="post: 8221401" data-attributes="member: 6801252"><p>Basically, it lets you be a bit more flexible as you move through a dungeon or wilderness-- we're not thinking about a series of specific rooms that you'll pause and get down to the nitty gritty in, instead its more for these ten minute and up increments of time as you move through the environment, or long winding hallways and complex structures of rooms. Imagine they're trekking across a wilderness map, this gives you a structure for being able to assess, "Ok, Ricky is going to be scouting around you guys, so you get this bonus to initiative checks if something attacks you. Wanda is going to be investigating the ruins you find on an ongoing basis to gather information with society. Jeffery will be searching for signs of the bandits you guys are trying to find." Then rather than resolving every moment and bend in the forest trail, they'll be doing that on an ongoing basis. In a dungeon, you may use this to emulate a marching order and party roles, someone is checking for traps on an ongoing basis, someone is examining the murals that line the walls on an ongoing basis, and so forth. This also works as a gamist mechanic, in the sense that it constrains people from just rolling for everything, Ricky can't double up on Wanda's knowledge checks because in the overall stretch of time, he is doing something else... although if they're comfortable going without the bonus to initiative Ricky can do what Wanda's doing too. </p><p></p><p>To break it down even further, its a useful tool in avoiding micromanagement by your players that could do weird things with the spotlight (ever had a player whose character always seems to jump to whatever's currently happening, even if in the fiction, they should be occupied by that other thing they were doing right before?) and drag the pacing of the game down, and allows you to move the perspective to a wider view of the adventure.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8221401, member: 6801252"] Basically, it lets you be a bit more flexible as you move through a dungeon or wilderness-- we're not thinking about a series of specific rooms that you'll pause and get down to the nitty gritty in, instead its more for these ten minute and up increments of time as you move through the environment, or long winding hallways and complex structures of rooms. Imagine they're trekking across a wilderness map, this gives you a structure for being able to assess, "Ok, Ricky is going to be scouting around you guys, so you get this bonus to initiative checks if something attacks you. Wanda is going to be investigating the ruins you find on an ongoing basis to gather information with society. Jeffery will be searching for signs of the bandits you guys are trying to find." Then rather than resolving every moment and bend in the forest trail, they'll be doing that on an ongoing basis. In a dungeon, you may use this to emulate a marching order and party roles, someone is checking for traps on an ongoing basis, someone is examining the murals that line the walls on an ongoing basis, and so forth. This also works as a gamist mechanic, in the sense that it constrains people from just rolling for everything, Ricky can't double up on Wanda's knowledge checks because in the overall stretch of time, he is doing something else... although if they're comfortable going without the bonus to initiative Ricky can do what Wanda's doing too. To break it down even further, its a useful tool in avoiding micromanagement by your players that could do weird things with the spotlight (ever had a player whose character always seems to jump to whatever's currently happening, even if in the fiction, they should be occupied by that other thing they were doing right before?) and drag the pacing of the game down, and allows you to move the perspective to a wider view of the adventure. [/QUOTE]
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