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<blockquote data-quote="jkason" data-source="post: 5820892" data-attributes="member: 2710"><p>I think the players have been fairly even-toned about it. Mostly the problem seems to have been a combination of cognitive dissonance for them (characters committing to a month or more journey for a low rate when broken down into gold per in-game day) and me being caught entirely flat-footed by the negotiation RP. As a player, I tend to make a hand-waving gesture in the direction of finding out if we're being paid, then push on to questions about the quest itself. It hadn't occurred to me that others would have a tighter eye toward the accounting. </p><p></p><p></p><p></p><p>In a meta-context, this was part of my dilemma. To try to streamline things, I nixed just about every random encounter, leaving encounters with enough treasure that I'd already trimmed a couple times.</p><p></p><p></p><p></p><p>This is what I finally wound up doing in-game. I have personal trouble with trying to guestimate adventure length (I was sure the TBX of my first adventure would combine with the encounter stuff to get everyone to 2nd level, but sadly I was off on that one), though. Add to that a general math-fear of combining encounter-balanced gold with variable TBG at the front end of the adventure, and thus having to extricate the two at the end and re-balance.</p><p></p><p></p><p></p><p>I probably should have tried to arrange something like that, and probably will in future if I do far-distant adventures. Instead, I wrote that hand-wave in as the recruitment: The quest the characters are being recruited for is pretty much just an excuse to get them where I want them, at which time they encounter the Actual Adventure. Which was why I was a bit embarrassed to discover I'd been careless in properly structuring for believably.</p><p></p><p></p><p></p><p>Feedback always appreciated. Just trying to improve to better forestall similar stumbling blocks in future. <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></blockquote><p></p>
[QUOTE="jkason, post: 5820892, member: 2710"] I think the players have been fairly even-toned about it. Mostly the problem seems to have been a combination of cognitive dissonance for them (characters committing to a month or more journey for a low rate when broken down into gold per in-game day) and me being caught entirely flat-footed by the negotiation RP. As a player, I tend to make a hand-waving gesture in the direction of finding out if we're being paid, then push on to questions about the quest itself. It hadn't occurred to me that others would have a tighter eye toward the accounting. In a meta-context, this was part of my dilemma. To try to streamline things, I nixed just about every random encounter, leaving encounters with enough treasure that I'd already trimmed a couple times. This is what I finally wound up doing in-game. I have personal trouble with trying to guestimate adventure length (I was sure the TBX of my first adventure would combine with the encounter stuff to get everyone to 2nd level, but sadly I was off on that one), though. Add to that a general math-fear of combining encounter-balanced gold with variable TBG at the front end of the adventure, and thus having to extricate the two at the end and re-balance. I probably should have tried to arrange something like that, and probably will in future if I do far-distant adventures. Instead, I wrote that hand-wave in as the recruitment: The quest the characters are being recruited for is pretty much just an excuse to get them where I want them, at which time they encounter the Actual Adventure. Which was why I was a bit embarrassed to discover I'd been careless in properly structuring for believably. Feedback always appreciated. Just trying to improve to better forestall similar stumbling blocks in future. :) [/QUOTE]
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