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Has the wave crested? (Bo9S)
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<blockquote data-quote="DreadArchon" data-source="post: 3553966" data-attributes="member: 49449"><p>I agree. A universal system is a good way to get me to buy another game entirely--there's just no point playing a game for very long when everything you can possibly do is functionally identical. (I'm looking at you, Unisystem!)</p><p></p><p></p><p><em>We have that now</em>. It's called "encounters per day."</p><p></p><p>"Because you slept for 8 of the previous 8.5 hours and just aren't tired enough to do it again" is a perfectly good reason for the party to be incapable of resting after each and every encounter, and in anything even vaguely resembling a time constraint it tends to force sessions (or large chunks thereof) into divisions by day. For example, my current game has the players in a Yugoloth fortress. They've dropped a few guards and explored a few areas, but the whole story segment is going to happen in one day (unless they retreat entirely to start over) because the 'Loths will discover the intrusion and replace their guards (and go on alert) if the PC's screw around. (That and the PC's just recently got a full night of sleep.)</p><p></p><p></p><p>"You won't let us do anything until we quit the game" sounds like a pretty good reason to me. (This would be especially silly in my current game--the Succubus with 3/day teleportation suddenly gets to teleport six times in as many minutes because her player got called in to work in real life?) I suppose that what works for you works for you, but I'm pretty sure that if I started distributing rewards for quitting the game, I'd get to play a whole lot less.</p></blockquote><p></p>
[QUOTE="DreadArchon, post: 3553966, member: 49449"] I agree. A universal system is a good way to get me to buy another game entirely--there's just no point playing a game for very long when everything you can possibly do is functionally identical. (I'm looking at you, Unisystem!) [i]We have that now[/i]. It's called "encounters per day." "Because you slept for 8 of the previous 8.5 hours and just aren't tired enough to do it again" is a perfectly good reason for the party to be incapable of resting after each and every encounter, and in anything even vaguely resembling a time constraint it tends to force sessions (or large chunks thereof) into divisions by day. For example, my current game has the players in a Yugoloth fortress. They've dropped a few guards and explored a few areas, but the whole story segment is going to happen in one day (unless they retreat entirely to start over) because the 'Loths will discover the intrusion and replace their guards (and go on alert) if the PC's screw around. (That and the PC's just recently got a full night of sleep.) "You won't let us do anything until we quit the game" sounds like a pretty good reason to me. (This would be especially silly in my current game--the Succubus with 3/day teleportation suddenly gets to teleport six times in as many minutes because her player got called in to work in real life?) I suppose that what works for you works for you, but I'm pretty sure that if I started distributing rewards for quitting the game, I'd get to play a whole lot less. [/QUOTE]
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