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This "resting at 9:05 AM" business
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<blockquote data-quote="Geron Raveneye" data-source="post: 3762411" data-attributes="member: 2268"><p>Again, this whole problem is very heavily dependent on the kind of game the group is playing. If you give them some classic dungeon for careful exploration and treasure-hunting (which the old dungeon crawls in the majority used to be), you should expect your players to play their characters careful and thoughtful. They will be minding the surroundings, their own state and power level, their equipment, etc...and likewise should the DM. If the adventure is a time-critical piece of rescue mission, there won't be that many opportunities to rest and recover.</p><p></p><p>Between those two extremes (extreme carefulness vs. extreme pressure), there's quite a continuum of ways to play through an adventure. Not every style has the same problems. With an exploration, you might end up with a group camping 30 minutes after they faced the ogre magus and his ogre bodyguards in level 3. With something time-critical, you run into the risk of killing your group 5 rooms before they get to the showdown.</p><p></p><p>It's always advisable to set the mood of the adventure before you start playing, or right at the start. Trying to modify their behaviour more towards your expectations, or to keep them from doing something that should appear logical, will get you mixed results and usually less fun in the game for all. If the exploring group is intelligent enough to recognize when it is down on their resources, and decides to camp, it should be a question of preparations and locale how many random encounters come by their camp, not a question of a DM trying to harass them into moving on. After all, that kind of game gives them the time to do so. It also gives the DM time to have the monsters inhabiting the dungeon react to the intrusion from a few hours ago.</p><p></p><p>Personally, I always put a little bit of time pressure on the characters, even if it's a simple dungeon crawl, in order to keep them moving a bit longer. Can be easily done through backstory. I also like to give them an early method of faster recuperation when I put a lot of pressure on them...healing potions, magical items of healing, etc. After all, the somebody who puts time pressure on them also wants to see them back soon with results. But basically, you really need to recognize the kind of approach some adventures open to the players, and play with it instead of trying to go against it. <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="Geron Raveneye, post: 3762411, member: 2268"] Again, this whole problem is very heavily dependent on the kind of game the group is playing. If you give them some classic dungeon for careful exploration and treasure-hunting (which the old dungeon crawls in the majority used to be), you should expect your players to play their characters careful and thoughtful. They will be minding the surroundings, their own state and power level, their equipment, etc...and likewise should the DM. If the adventure is a time-critical piece of rescue mission, there won't be that many opportunities to rest and recover. Between those two extremes (extreme carefulness vs. extreme pressure), there's quite a continuum of ways to play through an adventure. Not every style has the same problems. With an exploration, you might end up with a group camping 30 minutes after they faced the ogre magus and his ogre bodyguards in level 3. With something time-critical, you run into the risk of killing your group 5 rooms before they get to the showdown. It's always advisable to set the mood of the adventure before you start playing, or right at the start. Trying to modify their behaviour more towards your expectations, or to keep them from doing something that should appear logical, will get you mixed results and usually less fun in the game for all. If the exploring group is intelligent enough to recognize when it is down on their resources, and decides to camp, it should be a question of preparations and locale how many random encounters come by their camp, not a question of a DM trying to harass them into moving on. After all, that kind of game gives them the time to do so. It also gives the DM time to have the monsters inhabiting the dungeon react to the intrusion from a few hours ago. Personally, I always put a little bit of time pressure on the characters, even if it's a simple dungeon crawl, in order to keep them moving a bit longer. Can be easily done through backstory. I also like to give them an early method of faster recuperation when I put a lot of pressure on them...healing potions, magical items of healing, etc. After all, the somebody who puts time pressure on them also wants to see them back soon with results. But basically, you really need to recognize the kind of approach some adventures open to the players, and play with it instead of trying to go against it. :) [/QUOTE]
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