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How often are your stories on a clock?
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<blockquote data-quote="jgsugden" data-source="post: 8623420" data-attributes="member: 2629"><p>There is almost always some form of ticking clock, although it is often ambiguous.</p><p></p><p>For example, the PCs in one current campaign are attempting to liberate a monastery devoted to a Knowledge God that was assaulted by sinister forces in search of hidden knowledge. They know the enemy forces are searching, but they do not know when they will find it. But i do. And there is a specific time they'll find it is the PCs do not delay them. The PCs and players know there is a clock - but they can't see it.</p><p></p><p>Overall in that campaign, the nation that the PCs began within was assaulted by an overwhelmingly powerful force, and a small number of the people of the nation fled across the seas. They've discovered that the overwhelming force intended to wipe out the entire nation. They know that that force is going to follow them across the seas. They just don't know when.</p><p></p><p>I make it clear early on that I have a calendar of events that are in motion, and things on that calendar take place unless the PCs change the situation - and they do not have time to solve all the world's problems. They feel the time pressure, and do not waste time lightly - and that has been a consistentl good way to keep them from trying the 'rest after every battle' technique (as is having united forces of enemies that gang up on the PCs if the PCs only take out a scouting troop before retreating to rest).</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8623420, member: 2629"] There is almost always some form of ticking clock, although it is often ambiguous. For example, the PCs in one current campaign are attempting to liberate a monastery devoted to a Knowledge God that was assaulted by sinister forces in search of hidden knowledge. They know the enemy forces are searching, but they do not know when they will find it. But i do. And there is a specific time they'll find it is the PCs do not delay them. The PCs and players know there is a clock - but they can't see it. Overall in that campaign, the nation that the PCs began within was assaulted by an overwhelmingly powerful force, and a small number of the people of the nation fled across the seas. They've discovered that the overwhelming force intended to wipe out the entire nation. They know that that force is going to follow them across the seas. They just don't know when. I make it clear early on that I have a calendar of events that are in motion, and things on that calendar take place unless the PCs change the situation - and they do not have time to solve all the world's problems. They feel the time pressure, and do not waste time lightly - and that has been a consistentl good way to keep them from trying the 'rest after every battle' technique (as is having united forces of enemies that gang up on the PCs if the PCs only take out a scouting troop before retreating to rest). [/QUOTE]
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How often are your stories on a clock?
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