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How often are your stories on a clock?
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<blockquote data-quote="Flamestrike" data-source="post: 8623602" data-attributes="member: 6788736"><p>Yeah, but how realistic is that?</p><p></p><p>Do you know anyone that isnt bound to temporal limitations in real life (and not just in fiction)?</p><p></p><p>Even in a CAW campaign, consider the fact that Soldiers are always on strict time limits. Be at place X by time Y in order to stop/ attack/ defend Z.</p><p></p><p><strong>Example:</strong></p><p></p><p>The DM creates an adventure midweek, knocks up a map etc, and designs his encounters. A pretty standard large dungeon, recover the mcguffin type quest. He stats up around a dozen or so encounters, plus a few nefarious traps.</p><p></p><p>He could simply have the NPC employer (or whatever his hook might be) be along the lines of:</p><p></p><p><em>'Loot and recover the Tome of Unspeakable Doom, located somewhere in the Ruins of Horror. It's been there untouched for a millennia since the great war of the Elves, and there is no rush to find it.'</em></p><p></p><p>Or he could instead have the mission be presented as a simple 'clear out the bandits', leading to the PCs finding a magical portal that, once entered, is a one way portal to the dungeon (a demi plane), that drains their souls while in there (subjects the PCs to DC 20 Charisma saves every 12 hours or else they take a level of Exhaustion and a cumulative 15 percent chance of spell failure for each level so given) seeking to turn them all into horrid undead wraiths (on death), with the hook of:</p><p> </p><p><em>'You are all trapped in the Ruins of Horror! You must locate and recover the Tome of Unspeakable Doom, located somewhere within, before the soul destroying enchantments of the foul dungeon, condemn you all to to a horrible fate as the undead guardians of this place!'</em></p><p></p><p>Not only is the second hook more exciting, and gives the PCs a ticking clock to work on, it has the mechanical advantage of letting the DM basically sit back and let them plan out rests and manage resources to complete the task (i.e. self police the Adventuring day).</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8623602, member: 6788736"] Yeah, but how realistic is that? Do you know anyone that isnt bound to temporal limitations in real life (and not just in fiction)? Even in a CAW campaign, consider the fact that Soldiers are always on strict time limits. Be at place X by time Y in order to stop/ attack/ defend Z. [B]Example:[/B] The DM creates an adventure midweek, knocks up a map etc, and designs his encounters. A pretty standard large dungeon, recover the mcguffin type quest. He stats up around a dozen or so encounters, plus a few nefarious traps. He could simply have the NPC employer (or whatever his hook might be) be along the lines of: [I]'Loot and recover the Tome of Unspeakable Doom, located somewhere in the Ruins of Horror. It's been there untouched for a millennia since the great war of the Elves, and there is no rush to find it.'[/I] Or he could instead have the mission be presented as a simple 'clear out the bandits', leading to the PCs finding a magical portal that, once entered, is a one way portal to the dungeon (a demi plane), that drains their souls while in there (subjects the PCs to DC 20 Charisma saves every 12 hours or else they take a level of Exhaustion and a cumulative 15 percent chance of spell failure for each level so given) seeking to turn them all into horrid undead wraiths (on death), with the hook of: [I]'You are all trapped in the Ruins of Horror! You must locate and recover the Tome of Unspeakable Doom, located somewhere within, before the soul destroying enchantments of the foul dungeon, condemn you all to to a horrible fate as the undead guardians of this place!'[/I] Not only is the second hook more exciting, and gives the PCs a ticking clock to work on, it has the mechanical advantage of letting the DM basically sit back and let them plan out rests and manage resources to complete the task (i.e. self police the Adventuring day). [/QUOTE]
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