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Weeks and Weeks of Adventuring
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<blockquote data-quote="poilbrun" data-source="post: 1750731" data-attributes="member: 532"><p>Then that's fine by me!</p><p> </p><p> </p><p><em>Chamber of Secrets</em> could very well take place only in a week. Making it take a whole year doesn't add anything to the plot.</p><p> </p><p>I totaly agree with your point on the rpg aspect, but I'll come back to it later.</p><p> </p><p> </p><p>The pace of the game is not set by the fact that one plot follows the other. The plots are taking place at the same time, and the players have to decide which one to resolve first. They also often discover plots during an adventure. For the players, of cours it looks like they are within plot A, which is followed by plot B, where they discover plot C which they have to deal with immediately afterwards, and so on. But as far as the organizations are concerned, they have severals plots in motion, it just happens that the characters take part in one after the other.</p><p> </p><p> </p><p>And here I come back to the point you made a bit higher. If there is no point in just saying that time has passed, then why say that "You all take a month to recuperate. Time passes and you meet back at the Inn to plan for X".</p><p> </p><p>I don't mind adding to or removing from the rules, and my players usually have nothing against it either, as long as it makes sense.</p><p> </p><p>The ideas you propose are quite good, but wouldn't fit in my games. <em>After a terrible fight, you have finally defeated your enemy. You exit the dungeon in which you have spent the last week and are blinded by the light.</em> Until then, that's fine by me, but then <em>It takes you a day to recover enough from the temporary blindness to leave on the road </em>seems a bit anti-climactic and anti-heroic to my tastes.</p><p> </p><p>For travel, for example, I think I play it like shown in the <em>Indiana Jones</em> movies: if all I want is the player to get from point A to point B, I show them a map (but don't mark the itinerary with a red line) and tell them: "it takes you a week of uneventful travel to reach B", but if I want the travel to be an actual part of the adventure, then I'll definitely describe it and prepare encounters along the way.</p></blockquote><p></p>
[QUOTE="poilbrun, post: 1750731, member: 532"] Then that's fine by me! [i]Chamber of Secrets[/i] could very well take place only in a week. Making it take a whole year doesn't add anything to the plot. I totaly agree with your point on the rpg aspect, but I'll come back to it later. The pace of the game is not set by the fact that one plot follows the other. The plots are taking place at the same time, and the players have to decide which one to resolve first. They also often discover plots during an adventure. For the players, of cours it looks like they are within plot A, which is followed by plot B, where they discover plot C which they have to deal with immediately afterwards, and so on. But as far as the organizations are concerned, they have severals plots in motion, it just happens that the characters take part in one after the other. And here I come back to the point you made a bit higher. If there is no point in just saying that time has passed, then why say that "You all take a month to recuperate. Time passes and you meet back at the Inn to plan for X". I don't mind adding to or removing from the rules, and my players usually have nothing against it either, as long as it makes sense. The ideas you propose are quite good, but wouldn't fit in my games. [i]After a terrible fight, you have finally defeated your enemy. You exit the dungeon in which you have spent the last week and are blinded by the light.[/i] Until then, that's fine by me, but then [i]It takes you a day to recover enough from the temporary blindness to leave on the road [/i]seems a bit anti-climactic and anti-heroic to my tastes. For travel, for example, I think I play it like shown in the [i]Indiana Jones[/i] movies: if all I want is the player to get from point A to point B, I show them a map (but don't mark the itinerary with a red line) and tell them: "it takes you a week of uneventful travel to reach B", but if I want the travel to be an actual part of the adventure, then I'll definitely describe it and prepare encounters along the way. [/QUOTE]
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