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General Tabletop Discussion
*Dungeons & Dragons
The Importantance of Time
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<blockquote data-quote="Pedantic" data-source="post: 8975826" data-attributes="member: 6690965"><p>I'm immediately put in mind of Chamomile's Strangers in Ramshorn adventure path, which had the most effective relationship to time of any module I've run (and is absolutely going to form the basis for a lot of my homebrew going forward). It used week-long long rests as a base assumption, and essentially had several threats floating around a central town that could theoretically be tackled in any order over the course of 5 "weeks," really 5 rest periods regardless of how long the party spends adventuring between them.</p><p></p><p>The adventure then specifies a timeline of events for each rest period, noting how each threat will change/grow/interact with the environment and other threats if it's still active. The spiders and skeletons will eventually fight each other if left alone, the bandits will stage a raid on the two after a few weeks, the ability to buy potions/magic items dries up if the goblins raiding the caravans aren't taken care of, etc.</p><p></p><p>Additionally, a big "event" occurs each week off that's essentially a roleplaying interaction: there are 5 factions, and each threat has at least 2 possible resolutions (i.e., the knightly forces of Lord Darius want the skeleton infested crypt cleared out and consecrated after the, the vampire mafia wants the intelligent undead leaders killed so they can take control of the mindless undead) which will change your standing with the assorted groups. Two factions with a friendly relationship come together each week for a social gathering, war council, arcane conference etc, and if the party has sufficient standing with one of those groups, they'll be invited and gain an opportunity to schmooze favors, more standing or additional resources from them.</p><p></p><p>And then finally there's a few narrative events scheduled for various weeks that open new requests from the townspeople and an unfolding conspiracy.</p><p></p><p>I had some problems with other parts of the module's structure, but that core timeline was a lot of fun for everybody, encouraging players to push on longer to avoid the situation deteriorating and giving them a real sense of consequences for their choices. The week per long rest was the biggest rules change to accomplish that, because it specifically gave the threats time to act unimpeded by the players, but I don't think that's strictly necessary for the model to function.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8975826, member: 6690965"] I'm immediately put in mind of Chamomile's Strangers in Ramshorn adventure path, which had the most effective relationship to time of any module I've run (and is absolutely going to form the basis for a lot of my homebrew going forward). It used week-long long rests as a base assumption, and essentially had several threats floating around a central town that could theoretically be tackled in any order over the course of 5 "weeks," really 5 rest periods regardless of how long the party spends adventuring between them. The adventure then specifies a timeline of events for each rest period, noting how each threat will change/grow/interact with the environment and other threats if it's still active. The spiders and skeletons will eventually fight each other if left alone, the bandits will stage a raid on the two after a few weeks, the ability to buy potions/magic items dries up if the goblins raiding the caravans aren't taken care of, etc. Additionally, a big "event" occurs each week off that's essentially a roleplaying interaction: there are 5 factions, and each threat has at least 2 possible resolutions (i.e., the knightly forces of Lord Darius want the skeleton infested crypt cleared out and consecrated after the, the vampire mafia wants the intelligent undead leaders killed so they can take control of the mindless undead) which will change your standing with the assorted groups. Two factions with a friendly relationship come together each week for a social gathering, war council, arcane conference etc, and if the party has sufficient standing with one of those groups, they'll be invited and gain an opportunity to schmooze favors, more standing or additional resources from them. And then finally there's a few narrative events scheduled for various weeks that open new requests from the townspeople and an unfolding conspiracy. I had some problems with other parts of the module's structure, but that core timeline was a lot of fun for everybody, encouraging players to push on longer to avoid the situation deteriorating and giving them a real sense of consequences for their choices. The week per long rest was the biggest rules change to accomplish that, because it specifically gave the threats time to act unimpeded by the players, but I don't think that's strictly necessary for the model to function. [/QUOTE]
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