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General Tabletop Discussion
*TTRPGs General
the concept of time (dungeoncrawling)
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<blockquote data-quote="James Heard" data-source="post: 3364613" data-attributes="member: 7280"><p>I really don't see what the problem is. Even if you think the encounters are fairly balanced and doable without resting then apparently your players don't agree. For me I think I'd just let them go ahead and do it, and if I had anything at all as commentary on the player's activities I'd keep track of things in <em>town</em> or, if they're really blowing through some time with their resting, maybe even <em>seasons</em>. No reason to slam the players for wanting to be able to kick in the door with their best foot all the time, but they might get a subtle, non-heavyhanded hint if the innkeepers kids are growing up rather quickly as they clear out the first level of the dungeon or they've spent two or three winters going back and forth from some dead guy's crypt.</p><p></p><p>Seriously though, part of the issue seems to be that the players want to make the encounters easier or at least keep themselves able to respond to threats they don't start by kicking in the door and launching the fireball. If you respond by <em>making encounters harder</em> then they're still not going to rest <em>less</em>. Indeed, they might even respond by going "Drat, let's find a dungeon that's closer to our level in difficulty." Very little in a DM's life is made by trying to avoid or punish patterns and behaviors that their players are clinging to. Maybe once would work without them noticing it, but if every time they decide to sloooowly work their way through the dungeon it starts scaling in difficulty they're going to eventually come to the conclusion (rightfully IMO) that the game is becoming less about rewarding them for their perceived need for caution and more about their GM punishing them for it. Once the game starts into "I think the GM is trying to screw us over" you're only justifying their behavior in the first place.</p></blockquote><p></p>
[QUOTE="James Heard, post: 3364613, member: 7280"] I really don't see what the problem is. Even if you think the encounters are fairly balanced and doable without resting then apparently your players don't agree. For me I think I'd just let them go ahead and do it, and if I had anything at all as commentary on the player's activities I'd keep track of things in [I]town[/I] or, if they're really blowing through some time with their resting, maybe even [I]seasons[/I]. No reason to slam the players for wanting to be able to kick in the door with their best foot all the time, but they might get a subtle, non-heavyhanded hint if the innkeepers kids are growing up rather quickly as they clear out the first level of the dungeon or they've spent two or three winters going back and forth from some dead guy's crypt. Seriously though, part of the issue seems to be that the players want to make the encounters easier or at least keep themselves able to respond to threats they don't start by kicking in the door and launching the fireball. If you respond by [i]making encounters harder[/i] then they're still not going to rest [i]less[/i]. Indeed, they might even respond by going "Drat, let's find a dungeon that's closer to our level in difficulty." Very little in a DM's life is made by trying to avoid or punish patterns and behaviors that their players are clinging to. Maybe once would work without them noticing it, but if every time they decide to sloooowly work their way through the dungeon it starts scaling in difficulty they're going to eventually come to the conclusion (rightfully IMO) that the game is becoming less about rewarding them for their perceived need for caution and more about their GM punishing them for it. Once the game starts into "I think the GM is trying to screw us over" you're only justifying their behavior in the first place. [/QUOTE]
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