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How much time do your players spend making magic?
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<blockquote data-quote="Zandy" data-source="post: 1955817" data-attributes="member: 4906"><p>Hello all -</p><p></p><p>As the title says, I've been wondering about how other DMs/groups do their magic creation.</p><p></p><p>Where I'm coming from; Our group's current campaign has been going on for a year. We meet about every third friday. In game, only 27 days have passed. </p><p></p><p>I like to keep the action fast and furious for my players with plenty of side plots going on as well as a couple of main plots that may or may not be linked. This allows tons of role-playing chances as well as combat. Seems to be a nice mix, so far. This also gives the feeling to the players that the world is revolving and they are on for the ride (they have plenty of time to change and interact, don't worry... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The problem is, I gave the group a tome. They want to study it. *I* want them to study it, of course, or I wouldn't have given it to them. It seems like, with everything going on, they just don't have a chance to study, let alone even thing about making magic items. If I give them that time, the momentum of the game would be broken, I think.</p><p></p><p>This happened in our last big (5+ year) campaign. At one point, between adventures, time would run at "real" speed. This would give plenty of time for OOG stuff. That oppourtunity just doesn't seem to present itself.</p><p></p><p>So... is anyone running a fast paced game where time stops between sessions? How do you fit in things like studying or magic creation? Do you house rule it to be faster? Do you just ignore it all together?</p><p></p><p>Suggestions....?</p></blockquote><p></p>
[QUOTE="Zandy, post: 1955817, member: 4906"] Hello all - As the title says, I've been wondering about how other DMs/groups do their magic creation. Where I'm coming from; Our group's current campaign has been going on for a year. We meet about every third friday. In game, only 27 days have passed. I like to keep the action fast and furious for my players with plenty of side plots going on as well as a couple of main plots that may or may not be linked. This allows tons of role-playing chances as well as combat. Seems to be a nice mix, so far. This also gives the feeling to the players that the world is revolving and they are on for the ride (they have plenty of time to change and interact, don't worry... :) The problem is, I gave the group a tome. They want to study it. *I* want them to study it, of course, or I wouldn't have given it to them. It seems like, with everything going on, they just don't have a chance to study, let alone even thing about making magic items. If I give them that time, the momentum of the game would be broken, I think. This happened in our last big (5+ year) campaign. At one point, between adventures, time would run at "real" speed. This would give plenty of time for OOG stuff. That oppourtunity just doesn't seem to present itself. So... is anyone running a fast paced game where time stops between sessions? How do you fit in things like studying or magic creation? Do you house rule it to be faster? Do you just ignore it all together? Suggestions....? [/QUOTE]
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