Ah fun. Another post eaten. They downgrade the hamsters on this board???
poilbrun said:
Your response to my post seems quite aggressive. I hope you didn't feel my reply was of the "my way of playing is right, yours is wrong" type. English is not my native language, I can sometimes put meanings in my phrasing that I don't mean. As a matter of fact, I might be completely misreading your post, and it's not aggressive at all!
I think you're reading too much into it, although I am challenging your reply.
poilbrun said:
I believe that organizations, by having a large numbers of people in them, can make sure their plans are constantly in motion...
Not necessarily so. Numbers do not guarantee motion. In fact, numbers often are a liability. An excessive chain of command slows decision making, too many chefs spoil the broth, too many mouths make for ill-kept secrets.
Chimera said:
The simple answer is that they don't show this in a movie or novel, because it would destroy the pacing. The Harry Potter books take place over an entire year at Hogwarts. But you don't have chapter after chapter of mundane crap happening between the plot points.
poilbrun said:
But then, why slow the pace of the campaign by showing them? My style is all about pace and action, that's why those kind of rules are of no use to me.
Does it spoil the book that time passes between events? Should the entire plot of
Chamber of Secrets be wrapped up within a week?
I'm not sure what you're saying here. I don't see how simply saying "You all take a month to recuperate. Time passes and you meet back at the Inn to plan for X" derails or detracts from the plot. It's not like you're making your players sit around for an hour to simulate downtime.
Would it spoil your game if the various factions had to regroup and decide what to do next? Are they always 'Johnny on the Spot' with their next plot the very instant the first one fails? Or does it take them time to gather more resources and plot their next scheme?
Likewise, are they all lined up, taking numbers and waiting their turns to strike at your PCs? "Ok, faction A's plot failed, time for our plot. And make sure we're ready to go with plans C,D and E if this one fails, guys." Seems a bit unrealistic to me.
poilbrun said:
I realized that they were already on their fifth day inside. I started throwing hints about the fact that they didn't really know what time of the day it was, started to feel a bit nervous always being underground and never seeing the light. Their answer was to go to the next room.
Would be my reaction as well. Because there is nothing to react to. No consequences, no choices, nothing to be done but note it and continue moving.
IMHO, a good way to deal with this would be fatigue. Up north here we have seasonal disorders from people not getting enough sunlight - or light at all - in the winter time. Causes depression. Likewise if your players don't see the sun for days at a time, it could very well cause depression and disorientation.
(Of course, this may be less likely if they're dwarves or very experienced in underground activities.)
And when they finally emerge, it may well take them a couple of days to re-adjust to normal daylight hours and conditions.
Players don't like it? Of course not. Players will bitch about anything that negatively affects their characters. Some players will fight tooth and nail against anything not clearly spelled out in the rules. It's your job as GM to deal with this.