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How I got rid of the 5-minute adventure day and nova-resting
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<blockquote data-quote="Janx" data-source="post: 4584874" data-attributes="member: 8835"><p>this is not a bad idea, and there are elements to it that can be incorporated into existing play.</p><p></p><p>The most basic point, is that time matters. The longer a party takes, the more bad happens, less XP, etc.</p><p></p><p>Thus, if while writing the quest/adventure, you determine the basic amount of time for a party to travel, and do the fights, if the party takes longer than that, consequences occur:</p><p>bad guy moves on</p><p>bad guy gets reinforcements/entrenched (more bad guys)</p><p>bad guy succeeds at plan, big badness happens</p><p></p><p>If it gets down to it, the party fails when the bad guy succeeds at his goal, and they don't get XP.</p><p>If the bad guy gets reinforcements, the party doesn't get more XP. This punishes them for taking too long (more fights and risk, less reward)</p><p></p><p>If you explain to the party, that unlike a videogame, you can't take all the time in the world to complete a quest. There's a timetable, and while flexible for the sake of fun, if the stop and rest after every fight, the bad guy will win.</p><p></p><p>The key to this is to instill a sense of urgency. A mission to go clear out goblin cave, isn't all that urgent. A mission to intercept a goblin messenger at Goblin's Crossing, otherwise a new alliance will form has some urgency. The party has to get there before the messenger comes through. Or they have to chase and catch-up. If they take too long, they can do neither, and they fail.</p></blockquote><p></p>
[QUOTE="Janx, post: 4584874, member: 8835"] this is not a bad idea, and there are elements to it that can be incorporated into existing play. The most basic point, is that time matters. The longer a party takes, the more bad happens, less XP, etc. Thus, if while writing the quest/adventure, you determine the basic amount of time for a party to travel, and do the fights, if the party takes longer than that, consequences occur: bad guy moves on bad guy gets reinforcements/entrenched (more bad guys) bad guy succeeds at plan, big badness happens If it gets down to it, the party fails when the bad guy succeeds at his goal, and they don't get XP. If the bad guy gets reinforcements, the party doesn't get more XP. This punishes them for taking too long (more fights and risk, less reward) If you explain to the party, that unlike a videogame, you can't take all the time in the world to complete a quest. There's a timetable, and while flexible for the sake of fun, if the stop and rest after every fight, the bad guy will win. The key to this is to instill a sense of urgency. A mission to go clear out goblin cave, isn't all that urgent. A mission to intercept a goblin messenger at Goblin's Crossing, otherwise a new alliance will form has some urgency. The party has to get there before the messenger comes through. Or they have to chase and catch-up. If they take too long, they can do neither, and they fail. [/QUOTE]
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How I got rid of the 5-minute adventure day and nova-resting
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