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<blockquote data-quote="IronWolf" data-source="post: 5848030" data-attributes="member: 21076"><p>I think Mowgli brings up several good points in regards Arcane Row and some of his commentary in general. </p><p></p><p></p><p></p><p></p><p></p><p>I agree with Mowgli. It is crafting which takes time. It is tricky to balance time in a Living Campaign because we experience time warps frequently because of the nature of the fluid campaign world. In order to balance the time cost of crafting we end up needing to tie it some form of time - which was chosen to be real world time. I think this is reasonable and rather ingenius. </p><p></p><p>Is it inconvenient? Yes. But that is how you pay the cost of time. I think it works well for a Living World. I would not want to see crafting costs of time handwaved by GMs for the sake of convenience.</p><p></p><p>Now in home games when folks craft I certainly let a number of days pass quickly when it seems appropriate. But since I am the sole GM in the world I can also appropriately advance events in the world as need be to reflect the passage time. In the shared world a GM can't advance plot time due to the nature of the world being shared and there being fewer long term plots afoot.</p><p></p><p></p><p></p><p>Looks like the next jump to spending limit would be to see Venza grow into a metropolis which has a 16,000gp limit? </p><p></p><p>It might become more hampering as time goes on but I think the crafting rules lets us buy some time in this awkward growth period without making any hasty decisions.</p></blockquote><p></p>
[QUOTE="IronWolf, post: 5848030, member: 21076"] I think Mowgli brings up several good points in regards Arcane Row and some of his commentary in general. I agree with Mowgli. It is crafting which takes time. It is tricky to balance time in a Living Campaign because we experience time warps frequently because of the nature of the fluid campaign world. In order to balance the time cost of crafting we end up needing to tie it some form of time - which was chosen to be real world time. I think this is reasonable and rather ingenius. Is it inconvenient? Yes. But that is how you pay the cost of time. I think it works well for a Living World. I would not want to see crafting costs of time handwaved by GMs for the sake of convenience. Now in home games when folks craft I certainly let a number of days pass quickly when it seems appropriate. But since I am the sole GM in the world I can also appropriately advance events in the world as need be to reflect the passage time. In the shared world a GM can't advance plot time due to the nature of the world being shared and there being fewer long term plots afoot. Looks like the next jump to spending limit would be to see Venza grow into a metropolis which has a 16,000gp limit? It might become more hampering as time goes on but I think the crafting rules lets us buy some time in this awkward growth period without making any hasty decisions. [/QUOTE]
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