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Rule of Three 2/28
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<blockquote data-quote="Transformer" data-source="post: 5834818" data-attributes="member: 70008"><p>I have to say, I've always been a bit puzzled by 15-minute workday complaints, on the very same grounds outlined in the quotes the OP pulled. I suppose it's ideal if a system gives metagame (character resource-based) incentives not to rest after every encounter. But I've always thought that <em>in-game story reasons</em> should (just naturally) prevent the 15-minute workday 90% of the time.</p><p></p><p>If you're in the middle of the kobold lair trying to recover the Holy Flask of Gromanio, and you stop and all go to sleep for 6 hours, even if the kobolds don't gather their strength and attack you, guess where the Flask is gonna be when you wake up? Far the hell away from that lair. <em>So even when time pressure is not an explicit part of the scenario</em>, the world around the characters should change when they go to sleep for 6 hours in the middle of the action.</p><p></p><p>Am I missing something huge here? If your players insist on taking a 6 hour rest after every single fight even though they've got a goal to accomplish, shouldn't the kobolds take the artifact somewhere else, or the bad guy do something bad, while the players are doing nothing? Shouldn't the players very quickly learn that taking 15-minute workdays is a terrible idea for very logical, in-game, common-sense reasons? Does a system really need to prevent the 15-minute workday when the basic logic of adventures and scenarios just naturally makes them a terrible idea the vast majority of the time? And even if a scenario doesn't prevent the 15-minute workday--even if the party is exploring a dungeon that's only guarded by long-abandoned undead and golems that only activate when someone enters the room--well then, in those cases, what's wrong with the 15-minute workday? It makes sense. The characters <em>would</em>, reasonably, rest up after conquering each room.</p><p></p><p>I don't mean these questions just rhetorically. Maybe I really am missing something. I guess I can see how, if a GM is running a published adventure that's largely a series (or cluster) of encounters, it's hard to modify it heavily and move the goalposts on the fly if the players decide to rest for 6 hours in the middle of the action. I can also see how it could be a conflict with player expectations: if you have a few players who are fun, but a bit metagamey, and who've been repeatedly allowed to get away with 15-minute workdays before, they might quickly become frustrated when you start punishing them for it. They might even get mad at you as the GM for taking away the whole point of the adventure just because they did what they're used to doing and what seems to them like the best way to stay prepared and win fights.</p><p></p><p>To any GMs who've had a problem preventing the 15-minute workday in the past: how did the characters get away with it? Why wasn't the artifact long gone by the time they woke up?</p></blockquote><p></p>
[QUOTE="Transformer, post: 5834818, member: 70008"] I have to say, I've always been a bit puzzled by 15-minute workday complaints, on the very same grounds outlined in the quotes the OP pulled. I suppose it's ideal if a system gives metagame (character resource-based) incentives not to rest after every encounter. But I've always thought that [I]in-game story reasons[/I] should (just naturally) prevent the 15-minute workday 90% of the time. If you're in the middle of the kobold lair trying to recover the Holy Flask of Gromanio, and you stop and all go to sleep for 6 hours, even if the kobolds don't gather their strength and attack you, guess where the Flask is gonna be when you wake up? Far the hell away from that lair. [I]So even when time pressure is not an explicit part of the scenario[/I], the world around the characters should change when they go to sleep for 6 hours in the middle of the action. Am I missing something huge here? If your players insist on taking a 6 hour rest after every single fight even though they've got a goal to accomplish, shouldn't the kobolds take the artifact somewhere else, or the bad guy do something bad, while the players are doing nothing? Shouldn't the players very quickly learn that taking 15-minute workdays is a terrible idea for very logical, in-game, common-sense reasons? Does a system really need to prevent the 15-minute workday when the basic logic of adventures and scenarios just naturally makes them a terrible idea the vast majority of the time? And even if a scenario doesn't prevent the 15-minute workday--even if the party is exploring a dungeon that's only guarded by long-abandoned undead and golems that only activate when someone enters the room--well then, in those cases, what's wrong with the 15-minute workday? It makes sense. The characters [i]would[/i], reasonably, rest up after conquering each room. I don't mean these questions just rhetorically. Maybe I really am missing something. I guess I can see how, if a GM is running a published adventure that's largely a series (or cluster) of encounters, it's hard to modify it heavily and move the goalposts on the fly if the players decide to rest for 6 hours in the middle of the action. I can also see how it could be a conflict with player expectations: if you have a few players who are fun, but a bit metagamey, and who've been repeatedly allowed to get away with 15-minute workdays before, they might quickly become frustrated when you start punishing them for it. They might even get mad at you as the GM for taking away the whole point of the adventure just because they did what they're used to doing and what seems to them like the best way to stay prepared and win fights. To any GMs who've had a problem preventing the 15-minute workday in the past: how did the characters get away with it? Why wasn't the artifact long gone by the time they woke up? [/QUOTE]
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