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Weeks and Weeks of Adventuring
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<blockquote data-quote="poilbrun" data-source="post: 1748809" data-attributes="member: 532"><p>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!</p><p> </p><p> </p><p>I believe that organizations, by having a large numbers of people in them, can make sure their plans are constantly in motion...</p><p> </p><p> </p><p>As a matter of fact, my games are more about organizations fighting against the players, than the players fighting against organizations. The fact that the PCs can only have a little downtime is that they are actively fighting one group (the church of Cyric), but have several groups fighting against them, either purposefully (the Cult of the Dragon, the Zhentarim, and a thieves' guild in Arabel, which they have all wronged in the past) or by chance, because the characters have in their possession an artefact everyone wants for themselves (nearly every other organization or powerful evil NPC between Baldur's Gate - their destination - and Cormyr).</p><p> </p><p> </p><p>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.</p><p> </p><p>I completely agree with you on that one. But what you explained is basically how two weeks of celebration would happen in my game. My players aren't really into playing out a celebration, or a travel, or anything the like. To give a real example, during our first adventure, which took place in an underground dungeon, 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. There's no point in keeping describing how their character feel if they're not interested!</p></blockquote><p></p>
[QUOTE="poilbrun, post: 1748809, member: 532"] 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 believe that organizations, by having a large numbers of people in them, can make sure their plans are constantly in motion... As a matter of fact, my games are more about organizations fighting against the players, than the players fighting against organizations. The fact that the PCs can only have a little downtime is that they are actively fighting one group (the church of Cyric), but have several groups fighting against them, either purposefully (the Cult of the Dragon, the Zhentarim, and a thieves' guild in Arabel, which they have all wronged in the past) or by chance, because the characters have in their possession an artefact everyone wants for themselves (nearly every other organization or powerful evil NPC between Baldur's Gate - their destination - and Cormyr). 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. I completely agree with you on that one. But what you explained is basically how two weeks of celebration would happen in my game. My players aren't really into playing out a celebration, or a travel, or anything the like. To give a real example, during our first adventure, which took place in an underground dungeon, 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. There's no point in keeping describing how their character feel if they're not interested! [/QUOTE]
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