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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="Mannahnin" data-source="post: 8671899" data-attributes="member: 7026594"><p>That's exactly what I did for most of the campaign. It was basically necessary for the year+ when I was running two groups in it as an open world, because a lot of the time they were raiding the same megadungeon. No way I was going to deal with figuring out whether group A would still be in the dungeon when group B arrived, so I just made them leave. A week passes between sessions = a week passes in game too.</p><p></p><p>Now that I'm down to one group and we're playing through some longer modules, though, I'm more flexible about letting them end a session mid-adventure. Right now they're in the middle of Castle Amber and I think we've had 6-7 sessions but have only passed two days in the dungeon. Hence game time and real time no longer matching up.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8671899, member: 7026594"] That's exactly what I did for most of the campaign. It was basically necessary for the year+ when I was running two groups in it as an open world, because a lot of the time they were raiding the same megadungeon. No way I was going to deal with figuring out whether group A would still be in the dungeon when group B arrived, so I just made them leave. A week passes between sessions = a week passes in game too. Now that I'm down to one group and we're playing through some longer modules, though, I'm more flexible about letting them end a session mid-adventure. Right now they're in the middle of Castle Amber and I think we've had 6-7 sessions but have only passed two days in the dungeon. Hence game time and real time no longer matching up. [/QUOTE]
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On simulating things: what, why, and how?
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