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Time Pressure and Adventures
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<blockquote data-quote="el-remmen" data-source="post: 8598715" data-attributes="member: 11"><p>It is not so much "no time limits at all" as it is realizing and playing with the varying degrees and types of time limits that can overlap and/or are nebulous enough to allow for other choices.</p><p></p><p>For example, in one of my current game, the PCs are waiting for their allies' scouts to find the lair of a threat to various communities in the area. They know that threat is preparing for a big attack, but have absolutely no idea exactly when, except probably not in the next week or so. So there is a time limit and when the scouts return with more info the PCs hope to have better sense of the timing of their pre-emptive attack and the preparedness of the threat.</p><p></p><p>In the meantime, however, they have other side plots and goals they want to take care of. Some of those have their own time limits, some of them are open-ended. They know there is a risk of not being around when the scouts return, but the risk starts off as small and the longer they stay away the greater it becomes. But it is not immediate boom, boom, boom type clock-watching. Though of course, they have had adventures like that too (see my previous example).</p><p></p><p>There is room for both "We need to bring this Ring to Mount Doom as soon as possible because the longer we take the more likely Sauron is to find us or for someone else to give in to temptation" and "We need to take a month off and recuperate in Lothlorien because the Mines of Moria nearly wiped us out and in the meantime we are gonna re-supply."</p></blockquote><p></p>
[QUOTE="el-remmen, post: 8598715, member: 11"] It is not so much "no time limits at all" as it is realizing and playing with the varying degrees and types of time limits that can overlap and/or are nebulous enough to allow for other choices. For example, in one of my current game, the PCs are waiting for their allies' scouts to find the lair of a threat to various communities in the area. They know that threat is preparing for a big attack, but have absolutely no idea exactly when, except probably not in the next week or so. So there is a time limit and when the scouts return with more info the PCs hope to have better sense of the timing of their pre-emptive attack and the preparedness of the threat. In the meantime, however, they have other side plots and goals they want to take care of. Some of those have their own time limits, some of them are open-ended. They know there is a risk of not being around when the scouts return, but the risk starts off as small and the longer they stay away the greater it becomes. But it is not immediate boom, boom, boom type clock-watching. Though of course, they have had adventures like that too (see my previous example). There is room for both "We need to bring this Ring to Mount Doom as soon as possible because the longer we take the more likely Sauron is to find us or for someone else to give in to temptation" and "We need to take a month off and recuperate in Lothlorien because the Mines of Moria nearly wiped us out and in the meantime we are gonna re-supply." [/QUOTE]
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