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Troubles with players.
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<blockquote data-quote="eriktheguy" data-source="post: 5074678" data-attributes="member: 83662"><p>Hey, I do have a suggestion on the rest issue.</p><p></p><p>When my players dungeon crawl, I think about what the monsters in each room do when the hours wear on. Their party was in Keep on the Shadowfell and rested in the dungeon after wiping out most of the goblins.</p><p>One group of goblins they hadn't slain were those in the mines. When the miners went for the shift change, they noticed the room full of goblins meant to relieve them had been replaced by a room smeared from floor to ceiling with goblin bits. They then set out to hunt the players down and it resulted in combat before the players could rest.</p><p>Afterwards the players were able to finish their rest in peace.</p><p>This whole dungeon crawl was set to the backdrop of locating an ambush party that was going to intercept a caravan in 2 days, so they didn't have that much resting they could do anyways.</p><p></p><p>On the other hand, I am planning on having the characters take a long overland journey to a city in a few sessions, with no time contraints. They can take an extended rest after every encounter if they want to (it would be a good idea) without penalty.</p><p></p><p>The moral is this: if the players aren't rushed, then they have no reason NOT to rest. Don't get angry at them for resting all the time and decide to throw in a wandering monster to 'show them whose boss'. Rather decide on the pacing you want for an adventure before the PCs get there, and apply pressure accordingly. Let them decide how often to rest.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5074678, member: 83662"] Hey, I do have a suggestion on the rest issue. When my players dungeon crawl, I think about what the monsters in each room do when the hours wear on. Their party was in Keep on the Shadowfell and rested in the dungeon after wiping out most of the goblins. One group of goblins they hadn't slain were those in the mines. When the miners went for the shift change, they noticed the room full of goblins meant to relieve them had been replaced by a room smeared from floor to ceiling with goblin bits. They then set out to hunt the players down and it resulted in combat before the players could rest. Afterwards the players were able to finish their rest in peace. This whole dungeon crawl was set to the backdrop of locating an ambush party that was going to intercept a caravan in 2 days, so they didn't have that much resting they could do anyways. On the other hand, I am planning on having the characters take a long overland journey to a city in a few sessions, with no time contraints. They can take an extended rest after every encounter if they want to (it would be a good idea) without penalty. The moral is this: if the players aren't rushed, then they have no reason NOT to rest. Don't get angry at them for resting all the time and decide to throw in a wandering monster to 'show them whose boss'. Rather decide on the pacing you want for an adventure before the PCs get there, and apply pressure accordingly. Let them decide how often to rest. [/QUOTE]
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