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Community
General Tabletop Discussion
*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="SteveC" data-source="post: 9849992" data-attributes="member: 9053"><p>In both cases, this was "an adventuring day." So the group got up in the morning, did as much as they could do, and then did a long rest. And the timing advanced.</p><p></p><p>In the case of Abomination Vaults, I am running it with Foundry, so I have a plug-in ("Simple Calendar") that has a built-in Pathfinder calander that I can show the group every day. Since it was 30 days, they had time to adventure, and even some downtime fo crafting, but they still had time pressure on them.</p><p></p><p>In the adventure, there is an actual reason the weapon was powered up, and something they could do to power it down temporarily, which I did some quick calculations and thought it wouldn't be outrageous to put that timeframe on. And after they completed that quest, the bad guys did something else with another time limit on it to an NPC that I had introduced and they cared about. That's where we are now.</p><p></p><p></p><p>That's a really good question. In my own game, I put that into the game. One of the consequences of failing a check is advancing a clock, although I limit things to advancing it once per session. I also advance it if time passes without action. I wanted to strike a balance between giving the players agency to do their own projects, but also say "time is passing in the world." It is a balance that I think some people would enjoy and others would not like as much, since it makes things less linear and more about making hard choices.</p><p></p><p>I sort of thought about the part in Spiderman (the Sam Rami one) where the green goblin gives Peter an impossible choice of who to save. Or Superman with Lex Luthor firing off two missles to have Supes have to choose between Lois and millions of innocent lives.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9849992, member: 9053"] In both cases, this was "an adventuring day." So the group got up in the morning, did as much as they could do, and then did a long rest. And the timing advanced. In the case of Abomination Vaults, I am running it with Foundry, so I have a plug-in ("Simple Calendar") that has a built-in Pathfinder calander that I can show the group every day. Since it was 30 days, they had time to adventure, and even some downtime fo crafting, but they still had time pressure on them. In the adventure, there is an actual reason the weapon was powered up, and something they could do to power it down temporarily, which I did some quick calculations and thought it wouldn't be outrageous to put that timeframe on. And after they completed that quest, the bad guys did something else with another time limit on it to an NPC that I had introduced and they cared about. That's where we are now. That's a really good question. In my own game, I put that into the game. One of the consequences of failing a check is advancing a clock, although I limit things to advancing it once per session. I also advance it if time passes without action. I wanted to strike a balance between giving the players agency to do their own projects, but also say "time is passing in the world." It is a balance that I think some people would enjoy and others would not like as much, since it makes things less linear and more about making hard choices. I sort of thought about the part in Spiderman (the Sam Rami one) where the green goblin gives Peter an impossible choice of who to save. Or Superman with Lex Luthor firing off two missles to have Supes have to choose between Lois and millions of innocent lives. [/QUOTE]
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Community
General Tabletop Discussion
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Let's talk about "plot", "story", and "play to find out."
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