Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Short Rest Poll
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Li Shenron" data-source="post: 6291163" data-attributes="member: 1465"><p>IMHO it's just terribly difficult to "time" a quest without doing some arbitrary or metagaming decision.</p><p></p><p>As a DM, I understand the idea of wanting to run an adventure which puts time pressure on the PCs, so that they can't for instance just decide to go to sleep to get all their spells back. But you just can't recreate the same sense of "time pressure" you see in a movie, for example. You might be able to do so in a combat or encounter scene, but when multiple days or even hours are involved, it's IMHO very hard to measure how long it takes the PCs to do something...</p><p></p><p>For example, if I tell the players "you have only X hours to reach the king's castle to stop the assassins' plot", how do I actually make it work? After all, it's up to me to decide how far the castle is in the first place! In such a situation, there might be some glaring exceptions, e.g. the PC cast a teleportation or haste spell which speeds them up a lot -> I might let them reach the castle much earlier than the assassins, or e.g. the PC decide to stop for shopping along the way -> I let them arrive late. But probably the most interesting situation will actually happen if they arrive <em>just in time</em> and then the resolution between success/failure is determined by a battle (or some other challenge), which is exactly what happens in 99% of the movies, in which case I basically have to fudge the time so that they arrive at the right time.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6291163, member: 1465"] IMHO it's just terribly difficult to "time" a quest without doing some arbitrary or metagaming decision. As a DM, I understand the idea of wanting to run an adventure which puts time pressure on the PCs, so that they can't for instance just decide to go to sleep to get all their spells back. But you just can't recreate the same sense of "time pressure" you see in a movie, for example. You might be able to do so in a combat or encounter scene, but when multiple days or even hours are involved, it's IMHO very hard to measure how long it takes the PCs to do something... For example, if I tell the players "you have only X hours to reach the king's castle to stop the assassins' plot", how do I actually make it work? After all, it's up to me to decide how far the castle is in the first place! In such a situation, there might be some glaring exceptions, e.g. the PC cast a teleportation or haste spell which speeds them up a lot -> I might let them reach the castle much earlier than the assassins, or e.g. the PC decide to stop for shopping along the way -> I let them arrive late. But probably the most interesting situation will actually happen if they arrive [I]just in time[/I] and then the resolution between success/failure is determined by a battle (or some other challenge), which is exactly what happens in 99% of the movies, in which case I basically have to fudge the time so that they arrive at the right time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Short Rest Poll
Top