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<blockquote data-quote="Sleepy Walker" data-source="post: 7391931" data-attributes="member: 6924770"><p>I have a campaign where there is a clock, but it is a year or so in-game. The players can take time if they want, and probably will until they figure out that some bad stuff has been building for some time. This allows me to add in situations where the PC's getting trapped or taking a long time with rests can result in days or weeks of main story forward movement while the PCs have done not much of anything. If you want the PCs to work with week long rests, then just multiply the clock by 10. Instead of 1 year for the kingdom of Havensclock to begin an all out surprise attack on its neighbors, bent on killing all the inhabitants to solidify control with loyal Havensclock-iens, it takes 10. Just be sure to have key moments where things significantly change and be able to progressively describe how things are changing.</p><p></p><p>I also have a number of side quests, like find out how to stop the blightwood threat making land travel around Neverwinter incredibly dangerous, enter the tomb eternal and stop it from poisoning the local ground water, procure and clear Mirror Manor for use as a forward base for faction agents, and hunt down a pack of Manticores that are devastating the hippogriff herds of Amn (reward: chests of silver trade bars or an equivalent in trained military hippogriff mounts). Right now these side quests are relatively easy to get to, but the quest itself can have many twists and surprises. They are balanced for an 8 hour long rests. I am of the opinion quests balanced for longer rests need to be designed significantly differently, primarily made easier or at the very least smaller maps. No 25 room, 10 corridor, trap filled, multi-level tomb of death. Your players would run out of food and water after the first rest if they could not easily escape. </p><p></p><p>Additionally, each side quest can effectively expire at some pre-determined time, say 200 days in is where the hippogriff herd disbands due to sheer casualties, the way to Neverwinter is now shut, or Mirror Manor has been burned down for some reason, etc. This makes it feel like the world is still moving around and with the players, not just static quests that will always be available regardless of how long they take to get to the location.</p></blockquote><p></p>
[QUOTE="Sleepy Walker, post: 7391931, member: 6924770"] I have a campaign where there is a clock, but it is a year or so in-game. The players can take time if they want, and probably will until they figure out that some bad stuff has been building for some time. This allows me to add in situations where the PC's getting trapped or taking a long time with rests can result in days or weeks of main story forward movement while the PCs have done not much of anything. If you want the PCs to work with week long rests, then just multiply the clock by 10. Instead of 1 year for the kingdom of Havensclock to begin an all out surprise attack on its neighbors, bent on killing all the inhabitants to solidify control with loyal Havensclock-iens, it takes 10. Just be sure to have key moments where things significantly change and be able to progressively describe how things are changing. I also have a number of side quests, like find out how to stop the blightwood threat making land travel around Neverwinter incredibly dangerous, enter the tomb eternal and stop it from poisoning the local ground water, procure and clear Mirror Manor for use as a forward base for faction agents, and hunt down a pack of Manticores that are devastating the hippogriff herds of Amn (reward: chests of silver trade bars or an equivalent in trained military hippogriff mounts). Right now these side quests are relatively easy to get to, but the quest itself can have many twists and surprises. They are balanced for an 8 hour long rests. I am of the opinion quests balanced for longer rests need to be designed significantly differently, primarily made easier or at the very least smaller maps. No 25 room, 10 corridor, trap filled, multi-level tomb of death. Your players would run out of food and water after the first rest if they could not easily escape. Additionally, each side quest can effectively expire at some pre-determined time, say 200 days in is where the hippogriff herd disbands due to sheer casualties, the way to Neverwinter is now shut, or Mirror Manor has been burned down for some reason, etc. This makes it feel like the world is still moving around and with the players, not just static quests that will always be available regardless of how long they take to get to the location. [/QUOTE]
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