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Getting players to Move
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<blockquote data-quote="Fast Learner" data-source="post: 332510" data-attributes="member: 649"><p><strong>Time Passes</strong></p><p></p><p>Even without any chance of wandering monsters, I always make it very clear that time is passing, something that starts to worry them and eventually gets them to act.</p><p></p><p>I try to use in-game clues, though, like:</p><p></p><p>"There's a tiny spider climbing up the wall."</p><p>"The spider is almost up at the ceiling, now."</p><p>"The spider is has dropped down from the ceiling, leaving a small bit of web behind."</p><p>"The spider is climbing up..."</p><p></p><p>By this point the spider is usually dead, so I move to something like:</p><p></p><p>"The small trickle of water on the floor slows and stops flowing."</p><p>"The trickle starts back up again."</p><p>"A small bug is washed down the trickle."</p><p></p><p>Etc. Now it only takes about two such sentences before they make a decision and move on.</p></blockquote><p></p>
[QUOTE="Fast Learner, post: 332510, member: 649"] [b]Time Passes[/b] Even without any chance of wandering monsters, I always make it very clear that time is passing, something that starts to worry them and eventually gets them to act. I try to use in-game clues, though, like: "There's a tiny spider climbing up the wall." "The spider is almost up at the ceiling, now." "The spider is has dropped down from the ceiling, leaving a small bit of web behind." "The spider is climbing up..." By this point the spider is usually dead, so I move to something like: "The small trickle of water on the floor slows and stops flowing." "The trickle starts back up again." "A small bug is washed down the trickle." Etc. Now it only takes about two such sentences before they make a decision and move on. [/QUOTE]
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