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General Tabletop Discussion
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Level Advancement and In-Campaign Time
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<blockquote data-quote="Uller" data-source="post: 7458201" data-attributes="member: 413"><p>Adventures that last multiple sessions pass time normally. They have to because our game sessions are only 2-3 hours long so even short adventures take 2 or 3 sessions...We almost always break at a short or long rest if we can. But if an adventure takes 3 sessions, then it is a given that the next adventure won't start for at least three weeks...for reasons the players fill in with their own imaginations. </p><p></p><p>So after the game where an adventure is completed, I send out a synopsis of what happened, current available hooks, available DT activities and tell them how much time will pass until they are able to set off for the next adventure and options for what they can do with their loot.</p><p></p><p>Yes....a player might say something like "But we should go after <so and so> now because the <macguffin> will probably <trigger something terrible> before we get to it!" It is up to me as a DM to set those expectations and a part of the social contract the players make by joining my game that they understand that all the interesting adventure stuff happens during the game session and all the boring day to day minutiae gets handled between and that for whatever in-game reasons they wish to insert in their imagination, nothing amounting to an adventure happens during downtime.</p><p></p><p>As an example, one of my players spent a week "exploring" the area around their camp. I did a skill challenge with 5 checks using various skills. He had 3 successes so he found the ruins of an underground vault or tomb 2 days away from their camp. He played along that his PC returned to the camp to let his friends know rather than try to explore it himself. If they decide to go explore it, they'll prep and set out for it via e-mail and the next game will start with them either dealing with any dangerous random encounter on the way or (more likely) standing before the rusty locked blocking the tunnel down into the dungeon. Or...maybe they'll never go explore it. Up to them. But DT gave this PC (a ranger) something meaningful to do in-game that affected him and the party by giving them an adventure option.</p></blockquote><p></p>
[QUOTE="Uller, post: 7458201, member: 413"] Adventures that last multiple sessions pass time normally. They have to because our game sessions are only 2-3 hours long so even short adventures take 2 or 3 sessions...We almost always break at a short or long rest if we can. But if an adventure takes 3 sessions, then it is a given that the next adventure won't start for at least three weeks...for reasons the players fill in with their own imaginations. So after the game where an adventure is completed, I send out a synopsis of what happened, current available hooks, available DT activities and tell them how much time will pass until they are able to set off for the next adventure and options for what they can do with their loot. Yes....a player might say something like "But we should go after <so and so> now because the <macguffin> will probably <trigger something terrible> before we get to it!" It is up to me as a DM to set those expectations and a part of the social contract the players make by joining my game that they understand that all the interesting adventure stuff happens during the game session and all the boring day to day minutiae gets handled between and that for whatever in-game reasons they wish to insert in their imagination, nothing amounting to an adventure happens during downtime. As an example, one of my players spent a week "exploring" the area around their camp. I did a skill challenge with 5 checks using various skills. He had 3 successes so he found the ruins of an underground vault or tomb 2 days away from their camp. He played along that his PC returned to the camp to let his friends know rather than try to explore it himself. If they decide to go explore it, they'll prep and set out for it via e-mail and the next game will start with them either dealing with any dangerous random encounter on the way or (more likely) standing before the rusty locked blocking the tunnel down into the dungeon. Or...maybe they'll never go explore it. Up to them. But DT gave this PC (a ranger) something meaningful to do in-game that affected him and the party by giving them an adventure option. [/QUOTE]
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