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General Tabletop Discussion
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Lifestyle Expenses in Actual Play
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<blockquote data-quote="Fanaelialae" data-source="post: 7390706" data-attributes="member: 53980"><p>It can be done, if you find way to limit time adventuring. In my current campaign, there's a strange miasma that permeates the islands they are on. It hightens aggression, and those who spend too long in it will develop mutations (some which can be beneficial, but there's a greater chance of negative outcomes). A character can determine how far they've been tainted by the red veins spreading across their body, but the time it takes to reach critical levels varies wildly.</p><p></p><p>Essentially, the characters can adventure for as long as the session goes, but at the end of each session they must hurry back to a safe, miasma free area and detox there for 11 days to remove the taint. Failure to do so would mean mutation, which so far no one has wanted to risk. I did this in part because I wanted to encourage downtime actions, and also because I wanted enough time to pass for circumstances to change. </p><p></p><p>Now, I'll grant you that my campaign is a bit atypical, but I'm sure most DMs could come up with something that serves a similar role. For example, adventuring is hard work. After some metric, they need to relax in a town for x amount of time or accrue one level of exhaustion that cannot be removed until they do so.</p><p></p><p>Admittedly, I haven't used the lifestyle expenses in this campaign, as the entire town is a bunch of war refugees squatting in the slave quarter of an ancient, abandoned giant city. Basically everyone is living somewhere between poor and wretched, so I didn't see a point in bothering with it. I do like some of the ideas in this thread, however, and might work them in to a future campaign.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7390706, member: 53980"] It can be done, if you find way to limit time adventuring. In my current campaign, there's a strange miasma that permeates the islands they are on. It hightens aggression, and those who spend too long in it will develop mutations (some which can be beneficial, but there's a greater chance of negative outcomes). A character can determine how far they've been tainted by the red veins spreading across their body, but the time it takes to reach critical levels varies wildly. Essentially, the characters can adventure for as long as the session goes, but at the end of each session they must hurry back to a safe, miasma free area and detox there for 11 days to remove the taint. Failure to do so would mean mutation, which so far no one has wanted to risk. I did this in part because I wanted to encourage downtime actions, and also because I wanted enough time to pass for circumstances to change. Now, I'll grant you that my campaign is a bit atypical, but I'm sure most DMs could come up with something that serves a similar role. For example, adventuring is hard work. After some metric, they need to relax in a town for x amount of time or accrue one level of exhaustion that cannot be removed until they do so. Admittedly, I haven't used the lifestyle expenses in this campaign, as the entire town is a bunch of war refugees squatting in the slave quarter of an ancient, abandoned giant city. Basically everyone is living somewhere between poor and wretched, so I didn't see a point in bothering with it. I do like some of the ideas in this thread, however, and might work them in to a future campaign. [/QUOTE]
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