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<blockquote data-quote="Dannyalcatraz" data-source="post: 5970960" data-attributes="member: 19675"><p>Wandering monsters and that kind of thing are used only in moderation, and only when it makes sense.</p><p></p><p></p><p></p><p>Time should <em>ALWAYS</em> matter.</p><p></p><p>The consequences of taking too much of it may vary from almost insignificant to incredibly major- and it's up to the DM to make clear where on that bell curve the party is basically on at any point- but in no way should the world simply be on hold while the party adventures.</p><p></p><p>The best campaign I ever ran, the superheroes were part of an agency that had an internal memo sheet that I updated after every few sessions- roughly once per minor story arc. The memo contained a synopsis of what the PCs had done, other agency news, and little blurbs from around the worlds (kind of like an Internet news page).</p><p></p><p>Events not acted on by the PCs would be acted upon by NPCs, either resolving or not. After a couple of passes, the situation would resolve, for good or ill.</p><p></p><p>I never forced the players to speed up or slow down, but I didn't stop the world.</p><p></p><p>In a campaign in which I was a player, we took our sweet time clearing out a nest of brigands in the hills. No 15MWD, just taking our sweet time. We finally made our way to the main camp, we found a letter detailing how they were under orders to distract and harry the forces in the area until the main force could arrive by ship in a month...a letter we found a week too late.</p><p></p><p>Our pacing caused us to get involved in a war we could have fended off had we been a bit more...brisk...in our efforts.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5970960, member: 19675"] Wandering monsters and that kind of thing are used only in moderation, and only when it makes sense. Time should [I]ALWAYS[/I] matter. The consequences of taking too much of it may vary from almost insignificant to incredibly major- and it's up to the DM to make clear where on that bell curve the party is basically on at any point- but in no way should the world simply be on hold while the party adventures. The best campaign I ever ran, the superheroes were part of an agency that had an internal memo sheet that I updated after every few sessions- roughly once per minor story arc. The memo contained a synopsis of what the PCs had done, other agency news, and little blurbs from around the worlds (kind of like an Internet news page). Events not acted on by the PCs would be acted upon by NPCs, either resolving or not. After a couple of passes, the situation would resolve, for good or ill. I never forced the players to speed up or slow down, but I didn't stop the world. In a campaign in which I was a player, we took our sweet time clearing out a nest of brigands in the hills. No 15MWD, just taking our sweet time. We finally made our way to the main camp, we found a letter detailing how they were under orders to distract and harry the forces in the area until the main force could arrive by ship in a month...a letter we found a week too late. Our pacing caused us to get involved in a war we could have fended off had we been a bit more...brisk...in our efforts. [/QUOTE]
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