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General Tabletop Discussion
*Pathfinder & Starfinder
Stopping the "extended rest after every encounter"
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<blockquote data-quote="Primitive Screwhead" data-source="post: 4321404" data-attributes="member: 20805"><p>My expereince is that an active world is richer and more involvling than one where you can hit the [sleep till healed] button anytime you are not at full capacity.</p><p></p><p>I am sure its not just you, but perhaps your attitude towards the scenarios changes the outcomes.</p><p></p><p>For instance, change '(wasting) hours of play...' to 'run challenging combats that show that the world is not a static place like many MMORPS'. Do they advance the plot? Nope. Can they be fun? absoutely. </p><p> Change 'Oh well you took too long...' to 'While you attempted to gather forces, the evil necromancer gathered the critical ingredients to an ancient ritual! You learn that the ritual has to be conducted under the light of the autumn moon, which is three days hence!'</p><p> Sounds like a recipe for a new plot line and fits into the story line as the defeat your heroes rise up from.</p><p></p><p>I have run many games where the players took the game in a completely different direction than I thought it would go. Both intentionally and by delaying/going the wrong way. In every case, the active world ended up with a better game experience than the static world.</p><p></p><p>YMMV {depending alot on your group and playstyle <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> }</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 4321404, member: 20805"] My expereince is that an active world is richer and more involvling than one where you can hit the [sleep till healed] button anytime you are not at full capacity. I am sure its not just you, but perhaps your attitude towards the scenarios changes the outcomes. For instance, change '(wasting) hours of play...' to 'run challenging combats that show that the world is not a static place like many MMORPS'. Do they advance the plot? Nope. Can they be fun? absoutely. Change 'Oh well you took too long...' to 'While you attempted to gather forces, the evil necromancer gathered the critical ingredients to an ancient ritual! You learn that the ritual has to be conducted under the light of the autumn moon, which is three days hence!' Sounds like a recipe for a new plot line and fits into the story line as the defeat your heroes rise up from. I have run many games where the players took the game in a completely different direction than I thought it would go. Both intentionally and by delaying/going the wrong way. In every case, the active world ended up with a better game experience than the static world. YMMV {depending alot on your group and playstyle :) } [/QUOTE]
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Stopping the "extended rest after every encounter"
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