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How often are your stories on a clock?
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<blockquote data-quote="overgeeked" data-source="post: 8623570" data-attributes="member: 86653"><p>I’m starting to use ticking clocks more because that’s the style I want to run. More fast-paced action-adventure rather than meandering, in-your-own time, rests galore style game. I’ve also had players absolutely demand long rests after taking one hit point of damage, so I fully sympathize with your friend. I also just had a group decide that the door to the dungeon looked too scary…so they went home. A lot of modern players are absurdly risk adverse when it comes to their characters. So without a clock, they won’t ever push their luck.</p><p></p><p>As others have said, it doesn’t have to be obvious. You have one hour to rescue the dragon before the princess eats him is only one version. Background consequences when the PCs take too long are also a great way to reinforce this is an action-adventure game.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8623570, member: 86653"] I’m starting to use ticking clocks more because that’s the style I want to run. More fast-paced action-adventure rather than meandering, in-your-own time, rests galore style game. I’ve also had players absolutely demand long rests after taking one hit point of damage, so I fully sympathize with your friend. I also just had a group decide that the door to the dungeon looked too scary…so they went home. A lot of modern players are absurdly risk adverse when it comes to their characters. So without a clock, they won’t ever push their luck. As others have said, it doesn’t have to be obvious. You have one hour to rescue the dragon before the princess eats him is only one version. Background consequences when the PCs take too long are also a great way to reinforce this is an action-adventure game. [/QUOTE]
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How often are your stories on a clock?
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