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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="Sadras" data-source="post: 6577160" data-attributes="member: 6688277"><p>Read them as both player and character are aware and yes the players know their decisions to delay things will affect things. I remember I became frustrated in 4e when the urgency of the in-game fiction for the characters did not carry through to the players - so they would declare rests often and refresh their abilities. It forced me to design every combat encounter challenging enough to warrant their rests. I'm curious, did no one else experience this or have a problem with it? </p><p> </p><p></p><p></p><p>Sure, they have a reason to make haste (in-game fiction), but is there a possibility of failure. Are your players aware of this - do they even fear failure? i.e. are the consequences heavy enough to actually warrant the characters making haste. </p><p>Where/what are those limits where you say they have just taken too long? How do you measure them?</p><p> </p><p></p><p></p><p>I'm genuinely surprised this playstyle doesn't see more light.</p><p> </p><p></p><p></p><p>At our table, in our sandbox campaign, there is no winning strategy. There are better or worse choices. </p><p> </p><p></p><p></p><p>This is the style we are currently running. In our campaign I have a pre-determined timeline going 30-50 days ahead, based on the events after the destruction of the ToEE. The timeline is affected by the actions of the PCs - sometimes things are removed or added depending on the choices made by the PCs.</p><p>I'm tempted to start a thread when I have more time (excuse the pun) describing my current campaign as point of reference to determine if other Enworlders use time as an important constraint in their games. </p><p> </p><p></p><p></p><p>As a rough example, information that might be gained by taking the left side of the passageway, which could lead to easier exploration throughout the remaining dungeon. This is all dependent if one is actually utilising a map. From previous posts of yours, you have mentioned that exploration is not one of your driving forces for your games and this is likely the reason we might be on opposite ends of this debate.</p></blockquote><p></p>
[QUOTE="Sadras, post: 6577160, member: 6688277"] Read them as both player and character are aware and yes the players know their decisions to delay things will affect things. I remember I became frustrated in 4e when the urgency of the in-game fiction for the characters did not carry through to the players - so they would declare rests often and refresh their abilities. It forced me to design every combat encounter challenging enough to warrant their rests. I'm curious, did no one else experience this or have a problem with it? Sure, they have a reason to make haste (in-game fiction), but is there a possibility of failure. Are your players aware of this - do they even fear failure? i.e. are the consequences heavy enough to actually warrant the characters making haste. Where/what are those limits where you say they have just taken too long? How do you measure them? I'm genuinely surprised this playstyle doesn't see more light. At our table, in our sandbox campaign, there is no winning strategy. There are better or worse choices. This is the style we are currently running. In our campaign I have a pre-determined timeline going 30-50 days ahead, based on the events after the destruction of the ToEE. The timeline is affected by the actions of the PCs - sometimes things are removed or added depending on the choices made by the PCs. I'm tempted to start a thread when I have more time (excuse the pun) describing my current campaign as point of reference to determine if other Enworlders use time as an important constraint in their games. As a rough example, information that might be gained by taking the left side of the passageway, which could lead to easier exploration throughout the remaining dungeon. This is all dependent if one is actually utilising a map. From previous posts of yours, you have mentioned that exploration is not one of your driving forces for your games and this is likely the reason we might be on opposite ends of this debate. [/QUOTE]
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