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Time Pressure and Adventures
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<blockquote data-quote="el-remmen" data-source="post: 8598207" data-attributes="member: 11"><p>While I have certainly run adventures with time limits and try to run a "living" setting (or at least the illusion of a living setting) so there is always some kind of clock/calendar moving forward even if it is not "the hostages will be sacrificed/the town will be blown up" type time limits - so something like, if the PCs hoped to speak to High Priest Payn when he is in town for the Festival of Oofta, but ended up taking an extra five days traveling back from the Caves of Amathal, welp, the festival is over the high priest has moved on. . . Now they need to consider, it is important enough to travel after him? Find a replacement source of info? Etc. . .</p><p></p><p>Most of the time, however, I am blessed with a group who set their own time limits in terms of reacting to the world and making reasonable assumptions about how much time they have to accomplish something.</p><p></p><p>The current adventure I am running, "The Wayward Wood" from Dungeon #32 (1991) has a time limit in the form of the animated forest approaching a town and potentially destroying it and then causing an ecological disaster as farmlands are torn up and then a forest from the hills tries to take root in wetlands (the party has a Circle of the Land Swamp druid, so this adventure is really focused towards his motives). The PCs know they have about 3 to 4 days to stop the worst of the results - and at one point after a big fight they had a chance at long rest but decided it made more sense to accomplish a couple of tasks first (despite their weakened state) because this was too important to put off and for all they knew they'd be harder to accomplish later - but <em>I never told them that</em>.</p><p></p><p>I see this kind of play as a result of knowing that the DM is going to follow through on consequences.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 8598207, member: 11"] While I have certainly run adventures with time limits and try to run a "living" setting (or at least the illusion of a living setting) so there is always some kind of clock/calendar moving forward even if it is not "the hostages will be sacrificed/the town will be blown up" type time limits - so something like, if the PCs hoped to speak to High Priest Payn when he is in town for the Festival of Oofta, but ended up taking an extra five days traveling back from the Caves of Amathal, welp, the festival is over the high priest has moved on. . . Now they need to consider, it is important enough to travel after him? Find a replacement source of info? Etc. . . Most of the time, however, I am blessed with a group who set their own time limits in terms of reacting to the world and making reasonable assumptions about how much time they have to accomplish something. The current adventure I am running, "The Wayward Wood" from Dungeon #32 (1991) has a time limit in the form of the animated forest approaching a town and potentially destroying it and then causing an ecological disaster as farmlands are torn up and then a forest from the hills tries to take root in wetlands (the party has a Circle of the Land Swamp druid, so this adventure is really focused towards his motives). The PCs know they have about 3 to 4 days to stop the worst of the results - and at one point after a big fight they had a chance at long rest but decided it made more sense to accomplish a couple of tasks first (despite their weakened state) because this was too important to put off and for all they knew they'd be harder to accomplish later - but [I]I never told them that[/I]. I see this kind of play as a result of knowing that the DM is going to follow through on consequences. [/QUOTE]
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