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<blockquote data-quote="TheAuldGrump" data-source="post: 5799197" data-attributes="member: 6957"><p>As I said, the point is that <em>something</em> is going to happen. Sometimes it is minor, sometimes it is major, sometimes it is even to the PCs advantage.</p><p></p><p> That would drive me crazy - the closest to that I can remember running was a Pavis/Big Rubble RQ game. (And, yes, I added a timeline, but only to the Pavis portion.) I like time having consequences, in this case the Big Rubble served as a distraction or red herring - the main plot was Lunar activity in Pavis. (If you don't know what I am talking about... the Lunar Empire was an expansionistic empire in Glorantha, a bit like a Chaos tainted Roman Empire. The Big Rubble are some Giant ruins, adventuring parties learned to keep a ransom banked, to give as surety for being released when taken hostage - trolls would do the same thing, surrender <em>is</em> a viable option in the Rubble.)</p><p></p><p>Actually, given that there is a fellow in this very thread that has tried to claim that folks having things like random encounters, or who <em>don't</em> have a 15 MAD, must be playing the game wrong... Yes, there are folks that seem to think that I should change my game so that I have the same problem they do.</p><p></p><p>In short, if <em>I</em> am not having a problem, and <em>they</em> are, then I am <em>not</em> running the game wrong, they <em>are.</em></p><p></p><p>Other folks don't seem to mind the 15 MAD even if it does happen to them, and if it is not a problem for them, even if it happens, then they are not playing the game wrong either.</p><p></p><p>It is only if the game is not being fun that there is a problem.</p><p></p><p>There are ways to prevent 15 MAD if you consider it a problem - I have seen a GM that trims experience if you go Nova/play Turtle on these boards. Not a solution that I would recommend, but if it works for him then it works. I <em>might</em> suggest a bonus to XP for encounters past the first in a day, but I prefer the carrot to the stick in that regard.</p><p></p><p>I like timelines and intelligent foes. (And I <em>love</em> it when the PCs figure out the timeline. There is one scenario in particular when the players will sometimes shout 'The tide!', which sends them running to some sea caves in the area. Most groups <em>do</em> figure out that Vicar Williams is a werewolf, some even figure out that he wasn't one of the bad guys.) </p><p></p><p>Other GMs like the carrot and/or the stick.</p><p></p><p>But sitting around and complaining about the 15 MAD is unnecessary, and I think my method makes for a better game, even if running a game where is no possibility of a 15 MAD. (Fantasy Craft, like 4e has spells and abilities that recharge per encounter rather than day. Not fond of that, but some folks are.)</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 5799197, member: 6957"] As I said, the point is that [i]something[/i] is going to happen. Sometimes it is minor, sometimes it is major, sometimes it is even to the PCs advantage. That would drive me crazy - the closest to that I can remember running was a Pavis/Big Rubble RQ game. (And, yes, I added a timeline, but only to the Pavis portion.) I like time having consequences, in this case the Big Rubble served as a distraction or red herring - the main plot was Lunar activity in Pavis. (If you don't know what I am talking about... the Lunar Empire was an expansionistic empire in Glorantha, a bit like a Chaos tainted Roman Empire. The Big Rubble are some Giant ruins, adventuring parties learned to keep a ransom banked, to give as surety for being released when taken hostage - trolls would do the same thing, surrender [i]is[/i] a viable option in the Rubble.) Actually, given that there is a fellow in this very thread that has tried to claim that folks having things like random encounters, or who [i]don't[/i] have a 15 MAD, must be playing the game wrong... Yes, there are folks that seem to think that I should change my game so that I have the same problem they do. In short, if [i]I[/i] am not having a problem, and [i]they[/i] are, then I am [i]not[/i] running the game wrong, they [i]are.[/i] Other folks don't seem to mind the 15 MAD even if it does happen to them, and if it is not a problem for them, even if it happens, then they are not playing the game wrong either. It is only if the game is not being fun that there is a problem. There are ways to prevent 15 MAD if you consider it a problem - I have seen a GM that trims experience if you go Nova/play Turtle on these boards. Not a solution that I would recommend, but if it works for him then it works. I [i]might[/i] suggest a bonus to XP for encounters past the first in a day, but I prefer the carrot to the stick in that regard. I like timelines and intelligent foes. (And I [i]love[/i] it when the PCs figure out the timeline. There is one scenario in particular when the players will sometimes shout 'The tide!', which sends them running to some sea caves in the area. Most groups [i]do[/i] figure out that Vicar Williams is a werewolf, some even figure out that he wasn't one of the bad guys.) Other GMs like the carrot and/or the stick. But sitting around and complaining about the 15 MAD is unnecessary, and I think my method makes for a better game, even if running a game where is no possibility of a 15 MAD. (Fantasy Craft, like 4e has spells and abilities that recharge per encounter rather than day. Not fond of that, but some folks are.) The Auld Grump [/QUOTE]
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