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How do I let time pass in my setting?
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<blockquote data-quote="fba827" data-source="post: 5429609" data-attributes="member: 807"><p>based solely on what you wrote here, it sounds like either you have to force the issue (which may annoy the players as to being told they hang out and wait) or you have to redo your plans for the bad guys such that okay they can't do the next thing you planned, what could happen instead?</p><p></p><p>having said that, a couple random ideas:</p><p></p><p>regarding speed up of information: no phones or planes? what kind of setting is it (tech, fantasy, etc -- if fantasy you could just say there is a magical communication device. or if tech-based maybe the bad guys have some highly special communication device that the captains use to contact the big bad guy, etc).</p><p></p><p>alternatively, what if the town the PCs want to go to is actually a fake-out and not the real town that the bad guys are doing stuff -- that would allow foro a delay in time as they go to the town, clear it out, find out they aren't in the right place, and then travel to the right town -- that's a few weeks of travel and investigation right there</p><p></p><p>barring all that, perhaps it's time to come up with a good side trek. it will *not* take 5 minutes of table time. but maybe that's unavaoidable. have some sort of minor (either related or unrelated) plot that the PCs must resolve... is a friend of theirs kidnapped (maybe by the bad guys, maybe by someone unrelated in order to introduce a new plot thread)? or maybe the nearby town's damn is breaking. hundreds of lives will be lost, they need help repairing it (and getting the associated supplies - adamantine isn't easy to come by you know) and/or evacuting, etc.</p><p></p><p>maybe SEVERE weather comes out of no where and plagues the area. this does two things 1) it allows for some sort of natural disaster scenario that they might spend a day helping with and 2) it grossly slows down travel time. of course, it may also slow down travel time for the bad guys as well if they are in the same area as the weather phenomenon...</p><p></p><p></p><p>anyway, don't know how well any of those ideas would work for your game, but just some random thoughts off the top of my head based on what's written here.</p></blockquote><p></p>
[QUOTE="fba827, post: 5429609, member: 807"] based solely on what you wrote here, it sounds like either you have to force the issue (which may annoy the players as to being told they hang out and wait) or you have to redo your plans for the bad guys such that okay they can't do the next thing you planned, what could happen instead? having said that, a couple random ideas: regarding speed up of information: no phones or planes? what kind of setting is it (tech, fantasy, etc -- if fantasy you could just say there is a magical communication device. or if tech-based maybe the bad guys have some highly special communication device that the captains use to contact the big bad guy, etc). alternatively, what if the town the PCs want to go to is actually a fake-out and not the real town that the bad guys are doing stuff -- that would allow foro a delay in time as they go to the town, clear it out, find out they aren't in the right place, and then travel to the right town -- that's a few weeks of travel and investigation right there barring all that, perhaps it's time to come up with a good side trek. it will *not* take 5 minutes of table time. but maybe that's unavaoidable. have some sort of minor (either related or unrelated) plot that the PCs must resolve... is a friend of theirs kidnapped (maybe by the bad guys, maybe by someone unrelated in order to introduce a new plot thread)? or maybe the nearby town's damn is breaking. hundreds of lives will be lost, they need help repairing it (and getting the associated supplies - adamantine isn't easy to come by you know) and/or evacuting, etc. maybe SEVERE weather comes out of no where and plagues the area. this does two things 1) it allows for some sort of natural disaster scenario that they might spend a day helping with and 2) it grossly slows down travel time. of course, it may also slow down travel time for the bad guys as well if they are in the same area as the weather phenomenon... anyway, don't know how well any of those ideas would work for your game, but just some random thoughts off the top of my head based on what's written here. [/QUOTE]
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