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No More 15-Minute Adventuring Day: Campsites
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<blockquote data-quote="LurkAway" data-source="post: 5754621" data-attributes="member: 6685059"><p>Yes. But me feeling bad as a player is the after-effect of missing the climax, not the primary motive for me to roleplay a PC acting urgently to save the city.</p><p></p><p>I think there's something fishy about your logic. The game in this pseudo zero-sum game is the impetus to arrive on the scene in time, or when and where to rest in a dungeon. You can redefine the game to another one that isn't so sum zero, but that's tangential, isn't it?</p><p></p><p>Actually, I suspect it's your point that is orthogonal, at least to this thread. The point is why is the PC dallying too long to save his beloved from slavery? Does the player think there is an artificial static environment that allows him to get up late, take a long hot shower, eat breakfast, read the newspaper and only set off the metagame timer when he walks out the door of his apartment, or does he have a fictional reason to do that within a dynamic reactive environment? If the PC does dally too long, then sacrifice on the new moon may or may not be off-screen, but it would be less rail-roady to have it happen on-screen to give the player/PC another chance at making up for the original error. If the player continues to delay things, then I think the sacrifice should happen off-screen. It may be anti-climactic, but it's also a natural consequence, cause and effect, taking responsiblity for your actions, etc.</p></blockquote><p></p>
[QUOTE="LurkAway, post: 5754621, member: 6685059"] Yes. But me feeling bad as a player is the after-effect of missing the climax, not the primary motive for me to roleplay a PC acting urgently to save the city. I think there's something fishy about your logic. The game in this pseudo zero-sum game is the impetus to arrive on the scene in time, or when and where to rest in a dungeon. You can redefine the game to another one that isn't so sum zero, but that's tangential, isn't it? Actually, I suspect it's your point that is orthogonal, at least to this thread. The point is why is the PC dallying too long to save his beloved from slavery? Does the player think there is an artificial static environment that allows him to get up late, take a long hot shower, eat breakfast, read the newspaper and only set off the metagame timer when he walks out the door of his apartment, or does he have a fictional reason to do that within a dynamic reactive environment? If the PC does dally too long, then sacrifice on the new moon may or may not be off-screen, but it would be less rail-roady to have it happen on-screen to give the player/PC another chance at making up for the original error. If the player continues to delay things, then I think the sacrifice should happen off-screen. It may be anti-climactic, but it's also a natural consequence, cause and effect, taking responsiblity for your actions, etc. [/QUOTE]
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