Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Short rests and encounters a day.
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="Steampunkette" data-source="post: 8684608" data-attributes="member: 6796468"><p>Here's what I've learned:</p><p></p><p>Short and Long Rests should take exactly how much time you need them to take as a DM/Narrator, rather than a pre-specified fixed quantity of time based on a person who wrote a book of rules that you are explicitly encouraged to change or discard to best fit your personal game.</p><p></p><p>And you should let players know this during Session 0.</p><p></p><p>Because while the "Five Minute Workday" can be somewhat lessened by short rests, it can also be exacerbated by short rests. But it can also be -ruined- by rests in general.</p><p></p><p>Adventures move at the speed of plot. And for some adventures that means weeks of effort but for others it means a mad dash through the villain's castle, and short rests/long rests are still part of the common game-cycle even when you're running fairly short narrative duration adventures where taking an 8 hour break in the middle of hostage negotiations to get some shut eye really isn't an option.</p><p></p><p>Isn't that right, Harry?</p><p></p><p><img src="https://tvovermind.com/wp-content/uploads/2017/09/ellis-01.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>If you want your party to face 3 encounters before they can get a short rest in, give them a short rest after the third encounter unless they come up with some clever way to finagle a short rest outside of your plans (player agency is still a thing), but you can frame a short rest as an option with description of a scene or situation... and then have it take 5 minutes.</p><p></p><p>Or 15 minutes.</p><p></p><p>Or 3 hours.</p><p></p><p>Depending entirely on how you want your story's plot to unfold.</p><p></p><p>Same thing with long rests. "As you take a breather behind the locked door you lock eyes with other members of your party and realize that this is it, this is the time to dig deep. There's no turning back and it's time to bring all your might to bear. You gain the benefits of a long rest."</p><p></p><p>Because whether it takes 6 seconds or 6 days is in the end largely irrelevant outside of the shared narrative you're creating with your players.</p><p></p><p>Worried your party is gonna blow all their power on a single encounter, take a rest, and then do it again? Chain encounters. Have the baddies wonder what happened to their friends and interrupt. Have the noise of killing the evil vizier draw the attention of cutthroats or his allies or the guard... Have utterly common NPCs scream in fear and shock when they witness an act of gruesome violence, then flee, screaming for help.</p><p></p><p>"You're punishing the players!" Sure, you could see it that way. Mostly I'm reminding them through the shared narrative not to play their characters as bundles of game-mechanics rather than characters to inhabit. That blowing all their resources in one shot and expecting to be rewarded for their gamist ingenuity won't go well. Or, at least... not all the time.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8684608, member: 6796468"] Here's what I've learned: Short and Long Rests should take exactly how much time you need them to take as a DM/Narrator, rather than a pre-specified fixed quantity of time based on a person who wrote a book of rules that you are explicitly encouraged to change or discard to best fit your personal game. And you should let players know this during Session 0. Because while the "Five Minute Workday" can be somewhat lessened by short rests, it can also be exacerbated by short rests. But it can also be -ruined- by rests in general. Adventures move at the speed of plot. And for some adventures that means weeks of effort but for others it means a mad dash through the villain's castle, and short rests/long rests are still part of the common game-cycle even when you're running fairly short narrative duration adventures where taking an 8 hour break in the middle of hostage negotiations to get some shut eye really isn't an option. Isn't that right, Harry? [IMG]https://tvovermind.com/wp-content/uploads/2017/09/ellis-01.jpg[/IMG] If you want your party to face 3 encounters before they can get a short rest in, give them a short rest after the third encounter unless they come up with some clever way to finagle a short rest outside of your plans (player agency is still a thing), but you can frame a short rest as an option with description of a scene or situation... and then have it take 5 minutes. Or 15 minutes. Or 3 hours. Depending entirely on how you want your story's plot to unfold. Same thing with long rests. "As you take a breather behind the locked door you lock eyes with other members of your party and realize that this is it, this is the time to dig deep. There's no turning back and it's time to bring all your might to bear. You gain the benefits of a long rest." Because whether it takes 6 seconds or 6 days is in the end largely irrelevant outside of the shared narrative you're creating with your players. Worried your party is gonna blow all their power on a single encounter, take a rest, and then do it again? Chain encounters. Have the baddies wonder what happened to their friends and interrupt. Have the noise of killing the evil vizier draw the attention of cutthroats or his allies or the guard... Have utterly common NPCs scream in fear and shock when they witness an act of gruesome violence, then flee, screaming for help. "You're punishing the players!" Sure, you could see it that way. Mostly I'm reminding them through the shared narrative not to play their characters as bundles of game-mechanics rather than characters to inhabit. That blowing all their resources in one shot and expecting to be rewarded for their gamist ingenuity won't go well. Or, at least... not all the time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Short rests and encounters a day.
Top