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<blockquote data-quote="Herremann the Wise" data-source="post: 5733038" data-attributes="member: 11300"><p>He doesn't know that it is unsolvable. Logically invert this though, he is also <em>doesn't </em>know that it <em>is </em>solvable. If he knew or suspected that there "must" be a solution, this is when the ridiculousness of 2 hours of real time goes by doing effectively nothing. If the player suspects that it might not be solvable, they are going to be more inclined to move on and see it as a possibly long term challenge rather than a short term one.</p><p></p><p>I'll give you a mathematics test analogy. Let's say you get stuck on a question in a test. Do you keep hammering at it until it is solved and be damned the questions after it? I don't think so, you move on to the next question and come back to it later (usually with fresher thinking). This is what I am talking about in this situation.</p><p></p><p>I suppose if you have players who MUST complete 100% of a dungeon, then it might be somewhat difficult to encourage them to just "let it go" and thus the direct metagame statement you mention from the DM to the players that this situation is "unsolvable" at the moment.</p><p></p><p>I see the problem here more one as an hour of "real" time being taken rather than an hour in game (we search this room from top to bottom with a fine tooth comb). I suppose I'm not a fan of wandering monsters for the purpose of moving players on (although S'mon makes a very valid point with the psychological aspect of rolling dice almost as a time ticking device, impending doom awaits kind of thing).</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5733038, member: 11300"] He doesn't know that it is unsolvable. Logically invert this though, he is also [I]doesn't [/I]know that it [I]is [/I]solvable. If he knew or suspected that there "must" be a solution, this is when the ridiculousness of 2 hours of real time goes by doing effectively nothing. If the player suspects that it might not be solvable, they are going to be more inclined to move on and see it as a possibly long term challenge rather than a short term one. I'll give you a mathematics test analogy. Let's say you get stuck on a question in a test. Do you keep hammering at it until it is solved and be damned the questions after it? I don't think so, you move on to the next question and come back to it later (usually with fresher thinking). This is what I am talking about in this situation. I suppose if you have players who MUST complete 100% of a dungeon, then it might be somewhat difficult to encourage them to just "let it go" and thus the direct metagame statement you mention from the DM to the players that this situation is "unsolvable" at the moment. I see the problem here more one as an hour of "real" time being taken rather than an hour in game (we search this room from top to bottom with a fine tooth comb). I suppose I'm not a fan of wandering monsters for the purpose of moving players on (although S'mon makes a very valid point with the psychological aspect of rolling dice almost as a time ticking device, impending doom awaits kind of thing). Best Regards Herremann the Wise [/QUOTE]
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