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No More 15-Minute Adventuring Day: Campsites
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<blockquote data-quote="howandwhy99" data-source="post: 5753388" data-attributes="member: 3192"><p>What about the 15-Minute Adventuring Year?</p><p></p><p>Let's say the PCs acquire a treasure which detects as magical, but currently charging. The next day they try and use it, but the item still doesn't work. It still detects as charging magic, but the charge has only grown very, very slightly. They compare this to a 1/day item and are told the new treasure may take another 9 months before it is fully charged. How long since it was last used? About 3 months.</p><p></p><p>Now they could ask around for rumors about anything significant happening 3 months ago in the area where they acquired the treasure. That may lead them to learn about its power, but the question for this thread is:</p><p></p><p>Is it okay for the PCs to wait around for a year, every year, to go adventuring?</p><p></p><p>Sure, why not? They choose their own course. Will other events crop up they may want to deal with in the interim? I would think so. Not the least of these being daily food, water, and rest. But, if the adventure / world is dynamic, they probably don't have many quiet places to remain shut in during the interim. Is it impossible? Probably not, if they are innovative.</p><p></p><p>For me the key is: Is time a resource or not in the game? Does the game end for those characters if they turtle long enough? I'd say yes. Old age penalties eventually begin to accrue and the PCs finite lifespans mark the end of the game for each one when those moments arrive.</p><p></p><p>Such considerations put a practical limit on recharge powers and on time progression for the characters. Anything over a month is probably too much. Anything over a year or so might as well be a once in a lifetime event. Plus, time costs are probably best built to be commensurate with the power level of the effect. Does this thingamabob build a tower with traps and a dungeon? That would probably fit for 1 year's worth of waiting.</p><p></p><p>The thing is, if they want to adventure 15 minutes of game time once per year, then they have a chance to do so. It won't be the longest, most level advancing, advantageous, or, heck, exciting campaign ever, but its theirs to do so.</p><p></p><p>...something tells me though that power attracts power. And if they keep using that yearly gewgaw, something big enough to take it will eventually win through and try to.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5753388, member: 3192"] What about the 15-Minute Adventuring Year? Let's say the PCs acquire a treasure which detects as magical, but currently charging. The next day they try and use it, but the item still doesn't work. It still detects as charging magic, but the charge has only grown very, very slightly. They compare this to a 1/day item and are told the new treasure may take another 9 months before it is fully charged. How long since it was last used? About 3 months. Now they could ask around for rumors about anything significant happening 3 months ago in the area where they acquired the treasure. That may lead them to learn about its power, but the question for this thread is: Is it okay for the PCs to wait around for a year, every year, to go adventuring? Sure, why not? They choose their own course. Will other events crop up they may want to deal with in the interim? I would think so. Not the least of these being daily food, water, and rest. But, if the adventure / world is dynamic, they probably don't have many quiet places to remain shut in during the interim. Is it impossible? Probably not, if they are innovative. For me the key is: Is time a resource or not in the game? Does the game end for those characters if they turtle long enough? I'd say yes. Old age penalties eventually begin to accrue and the PCs finite lifespans mark the end of the game for each one when those moments arrive. Such considerations put a practical limit on recharge powers and on time progression for the characters. Anything over a month is probably too much. Anything over a year or so might as well be a once in a lifetime event. Plus, time costs are probably best built to be commensurate with the power level of the effect. Does this thingamabob build a tower with traps and a dungeon? That would probably fit for 1 year's worth of waiting. The thing is, if they want to adventure 15 minutes of game time once per year, then they have a chance to do so. It won't be the longest, most level advancing, advantageous, or, heck, exciting campaign ever, but its theirs to do so. ...something tells me though that power attracts power. And if they keep using that yearly gewgaw, something big enough to take it will eventually win through and try to. [/QUOTE]
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