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We don't have the 15 Minute Adventure Day Problem
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<blockquote data-quote="Crothian" data-source="post: 4531493" data-attributes="member: 232"><p>I'm not going to listen to you no matter what you post. But i will read the post, my message board configuration doesn't have a sound option. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Our game is weekly. It is scheduled around kids and wives and work and school and all the other things that come up with adult gamers. I haven't seen everything, yet. Some of the stuff i haven't seen I'm glad for. But there is still great stuff to be discovered (I hope) or else I'd probably quit gaming with nothing to look forward to.</p><p></p><p>Thinking it over I imagine there is one main reason why this doesn't come up in my games. The players always seem to feel that they have to finish things quickly. Or at least not slowly. Taking one encounter per day in a dungeon with 30 encounters is a month worth of campaign time and that would be very slow. They want to get things done in a timely manner. Most of our adventures are not just about going into a dungeon, either. I usually have more story in our games so they might be chasing someone or after something. There are almost always enemies or at least competing factions that they are against. If they did this approach they would waste too much time and the other guys would either escape, or get the Item. </p><p></p><p>I can see that there could be times a party would do this. But if they did it a lot in any one dungeon I would have the bad guys react to it and prepare for the PC with defensive strategies or just plain pick up the treasure they have and leave. No use for smart creatures to stay in one place and get slaughtered. In our games at least the world doesn't stand around and wait on the PCs. </p><p></p><p>Hopefully with a couple explanations of our games you can see what we do and compare it to your own gaming style and we can see what leads to this kind of behavior and what does not.</p></blockquote><p></p>
[QUOTE="Crothian, post: 4531493, member: 232"] I'm not going to listen to you no matter what you post. But i will read the post, my message board configuration doesn't have a sound option. :D Our game is weekly. It is scheduled around kids and wives and work and school and all the other things that come up with adult gamers. I haven't seen everything, yet. Some of the stuff i haven't seen I'm glad for. But there is still great stuff to be discovered (I hope) or else I'd probably quit gaming with nothing to look forward to. Thinking it over I imagine there is one main reason why this doesn't come up in my games. The players always seem to feel that they have to finish things quickly. Or at least not slowly. Taking one encounter per day in a dungeon with 30 encounters is a month worth of campaign time and that would be very slow. They want to get things done in a timely manner. Most of our adventures are not just about going into a dungeon, either. I usually have more story in our games so they might be chasing someone or after something. There are almost always enemies or at least competing factions that they are against. If they did this approach they would waste too much time and the other guys would either escape, or get the Item. I can see that there could be times a party would do this. But if they did it a lot in any one dungeon I would have the bad guys react to it and prepare for the PC with defensive strategies or just plain pick up the treasure they have and leave. No use for smart creatures to stay in one place and get slaughtered. In our games at least the world doesn't stand around and wait on the PCs. Hopefully with a couple explanations of our games you can see what we do and compare it to your own gaming style and we can see what leads to this kind of behavior and what does not. [/QUOTE]
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We don't have the 15 Minute Adventure Day Problem
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