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Long Rest is a Problem
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<blockquote data-quote="TwoSix" data-source="post: 8061465" data-attributes="member: 205"><p>Well, I'd start off by saying I'm envisioning this purely in terms of gamist considerations, narrative is put in place to support the needs of the game play.</p><p></p><p>The primary consideration for the players is <em>in-game</em> <em>time;</em> the campaign concept is set up with the understanding that the play length is finite due to in-game story considerations. "You have 2 in-game years to discover the source of the curse that will doom your village", that sort of thing. Everything else flows from the knowledge that if they retreat to rest and recharge, they're using up a portion of the campaign clock. </p><p></p><p>Secondly, I'm envisioning shifting the bulk of the characters' power into consumables, not personal power. Magic is intrinsically external to the caster, effects are created by writing scrolls while in town, or by crafting items that are usable once or on an in-narrative timer (recharge at dawn, recharge at midnight, recharge by performing an hour-long ritual at the altar of the Sun God, etc.) </p><p></p><p>Thirdly, taking a long rests costs resources. It costs money and supplies to rest, and if the characters don't adventure to gain them, they'll slowly fall behind. Characters can work to earn their keep, but that consumes yet more time. </p><p></p><p>Also, adventure sites are designed to be one-off, whether that be due to intelligent enemies moving their lair and gathering reinforcements, or the gate to Faerie only being open during the new moon. The amount of resources that can be gathered from an adventure increases as the adventure moves; the first part of the adventure might only have 10% of the available treasure, the second part 20%, the third part 30%, and the most difficult part 40%. Sometimes the adventure design is more linear, sometimes it has more of a wing structure to let the players decide what to tackle first. Crucially, if they fail and decide to retreat, that means the rest of the adventure is closed. Maybe that location is still available <em>in the narrative</em>, but subsequent visits will change what is available to be gathered and encountered. As such, whenever the PCs retreat, they will lose something due to the need for upkeep and the loss of time, but ideally they will have gained enough to offset this and progress. Adventures are specifically designed so that completion is <em>not</em> necessary to offset upkeep and give progress, finishing the entire adventure will grant a large reward and a large positive bonus within the narrative. </p><p></p><p></p><p>No, the idea is that civilization is clearly telegraphed to the players. Indeed, the characters are provided with a magical way to return home when desired, to give the players more control. Also, death is intended to be much less likely, the rules are changed such that going to 0 only causes injury. This is to encourage players to extend the characters into greater risk, and thus greater reward.</p><p></p><p></p><p>Yes, I'm framing this specifically in a gamist/challenge perspective. There is very much a "hidden board" aspect here.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 8061465, member: 205"] Well, I'd start off by saying I'm envisioning this purely in terms of gamist considerations, narrative is put in place to support the needs of the game play. The primary consideration for the players is [I]in-game[/I] [I]time;[/I] the campaign concept is set up with the understanding that the play length is finite due to in-game story considerations. "You have 2 in-game years to discover the source of the curse that will doom your village", that sort of thing. Everything else flows from the knowledge that if they retreat to rest and recharge, they're using up a portion of the campaign clock. Secondly, I'm envisioning shifting the bulk of the characters' power into consumables, not personal power. Magic is intrinsically external to the caster, effects are created by writing scrolls while in town, or by crafting items that are usable once or on an in-narrative timer (recharge at dawn, recharge at midnight, recharge by performing an hour-long ritual at the altar of the Sun God, etc.) Thirdly, taking a long rests costs resources. It costs money and supplies to rest, and if the characters don't adventure to gain them, they'll slowly fall behind. Characters can work to earn their keep, but that consumes yet more time. Also, adventure sites are designed to be one-off, whether that be due to intelligent enemies moving their lair and gathering reinforcements, or the gate to Faerie only being open during the new moon. The amount of resources that can be gathered from an adventure increases as the adventure moves; the first part of the adventure might only have 10% of the available treasure, the second part 20%, the third part 30%, and the most difficult part 40%. Sometimes the adventure design is more linear, sometimes it has more of a wing structure to let the players decide what to tackle first. Crucially, if they fail and decide to retreat, that means the rest of the adventure is closed. Maybe that location is still available [I]in the narrative[/I], but subsequent visits will change what is available to be gathered and encountered. As such, whenever the PCs retreat, they will lose something due to the need for upkeep and the loss of time, but ideally they will have gained enough to offset this and progress. Adventures are specifically designed so that completion is [I]not[/I] necessary to offset upkeep and give progress, finishing the entire adventure will grant a large reward and a large positive bonus within the narrative. No, the idea is that civilization is clearly telegraphed to the players. Indeed, the characters are provided with a magical way to return home when desired, to give the players more control. Also, death is intended to be much less likely, the rules are changed such that going to 0 only causes injury. This is to encourage players to extend the characters into greater risk, and thus greater reward. Yes, I'm framing this specifically in a gamist/challenge perspective. There is very much a "hidden board" aspect here. [/QUOTE]
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