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Rule of Three 2/28
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<blockquote data-quote="Transformer" data-source="post: 5834852" data-attributes="member: 70008"><p>Hussar--I suppose I see the point. Being delayed hours or days doesn't bother players because it just means 5 or 10 more minutes of filler activity at the table. An adventure would have to have some more explicit kind of time pressure--"the villain will capture the city in 2 days if you don't get there"--to actually disincentivize the 15-minute workday with story reasons.</p><p></p><p>Still, over the course of a significant dungeon, with the players trying to accomplish something with larger repercussions for the campaign world, I would hope getting to the end of the dungeon in 15 days instead of 4 would make a big difference. If you just want the kobold's artifact so you can sell it or kill stuff better with it, then I suppose you're right and having to run down the kobolds wouldn't bother the players much (though even then, the kobolds might be on friendly terms with some more powerful humanoids and take refuge with them, and they're too powerful to attack; all depending, of course, on whether that would make sense or be a GM cheap shot in context).</p><p></p><p>But if you need the kobold artifact to stop the big bad from doing something big and bad, shouldn't the big bad be accomplishing something in the time it takes you to sleep 6 hours and then take an extra day or two catching up to the kobolds? I suppose it's the same old problem: almost no one really has time to keep strict time records for the whole campaign world and the villain's plans, so everything kinda moves at the speed of the players' actions; the big bad's plans are exactly as far along as they need to be for things to keep working smoothly the next time the PCs encounter him , and there isn't much wiggle room to adjust based on whether the players did or did not sleep in the middle of the adventure.</p><p></p><p>So, yes, I suppose I admit it can be a practical problem for a number of reasons, from player expectations and desire to not feel cheated, to situations where the players can just keep chasing whatever it is they're chasing and all they have to add is another 8 hours of tracking, which out-of-game is just one die roll. So, certainly, it would indeed be ideal if a system just provided metagame, resource-based incentives not to sleep on the job.</p></blockquote><p></p>
[QUOTE="Transformer, post: 5834852, member: 70008"] Hussar--I suppose I see the point. Being delayed hours or days doesn't bother players because it just means 5 or 10 more minutes of filler activity at the table. An adventure would have to have some more explicit kind of time pressure--"the villain will capture the city in 2 days if you don't get there"--to actually disincentivize the 15-minute workday with story reasons. Still, over the course of a significant dungeon, with the players trying to accomplish something with larger repercussions for the campaign world, I would hope getting to the end of the dungeon in 15 days instead of 4 would make a big difference. If you just want the kobold's artifact so you can sell it or kill stuff better with it, then I suppose you're right and having to run down the kobolds wouldn't bother the players much (though even then, the kobolds might be on friendly terms with some more powerful humanoids and take refuge with them, and they're too powerful to attack; all depending, of course, on whether that would make sense or be a GM cheap shot in context). But if you need the kobold artifact to stop the big bad from doing something big and bad, shouldn't the big bad be accomplishing something in the time it takes you to sleep 6 hours and then take an extra day or two catching up to the kobolds? I suppose it's the same old problem: almost no one really has time to keep strict time records for the whole campaign world and the villain's plans, so everything kinda moves at the speed of the players' actions; the big bad's plans are exactly as far along as they need to be for things to keep working smoothly the next time the PCs encounter him , and there isn't much wiggle room to adjust based on whether the players did or did not sleep in the middle of the adventure. So, yes, I suppose I admit it can be a practical problem for a number of reasons, from player expectations and desire to not feel cheated, to situations where the players can just keep chasing whatever it is they're chasing and all they have to add is another 8 hours of tracking, which out-of-game is just one die roll. So, certainly, it would indeed be ideal if a system just provided metagame, resource-based incentives not to sleep on the job. [/QUOTE]
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