Oofta
Legend
An adventuring group is never late, nor are they early. They arrive precisely when the DM means them to.Sure, but you can't have that answer in a traditional RPG.
An adventuring group is never late, nor are they early. They arrive precisely when the DM means them to.Sure, but you can't have that answer in a traditional RPG.
That doesn't mean you can't do it in a traditional RPG. And many have. You simply want a physics sim in your game.What you're describing is what you do in a narrative or storygame, where dramatic need eclipses verisimilitude or any objective idea of how fast FTL travel in that universe actually is. If that's what you want, fine, but I prefer drama to not be a power source in my games.
My games don't have a "story" to serve.
I do, and think the speed of plot is lazy storytelling besides.That doesn't mean you can't do it in a traditional RPG. And many have. You simply want a physics sim in your game.
Have I mentioned that Torchbearer does the former; more than once I did the latter in my 4e game (mechanically, the cost of a Raise Dead ritual can be subtracted from the treasure parcels awarded).Or at least alternatives that don't ruin the story by randomly adding and replacing characters for no reason.
I want to Come Back Wrong, or be sent back with a mission from God.
If it doesn't need to be mentioned in the movie, why does it need to be mentioned in the RPG? And if it doesn't need to be mentioned in the RPG, why should it matter.it should matter, it just does not need to be mentioned in the movie
You said that you can't have that kind of answer in a traditional RPG and I showed that you can.What you're describing is what you do in a narrative or storygame, where dramatic need eclipses verisimilitude or any objective idea of how fast FTL travel in that universe actually is. If that's what you want, fine, but I prefer drama to not be a power source in my games.
My games don't have a "story" to serve.
That just means it doesn't matter to you, because you're playing it like an action movie anyway. Not everyone RPs that way.If it doesn't need to be mentioned in the movie, why does it need to be mentioned in the RPG? And if it doesn't need to be mentioned in the RPG, why should it matter.
I play some RPGs which require tracking of time by the day, and sometimes more fine-grained than that - eg Classic Traveller.
I play others that don't require tracking time at all - eg Marvel Heroic/Cortex+.
As far as contemporary D&D play is concerned, I think keeping track of time spent between rests probably matters (for spell durations and the like), and noting when a rest occurs matters, but beyond that the passage of time seems like mere colour.
You can't do it in a traditional RPG without making it a less traditional RPG (ie, engaging in unnecessary narrativism).You said that you can't have that kind of answer in a traditional RPG and I showed that you can.
How you feel about that kind of answer is entirely a matter of taste.
Sure, but you can't have that answer in a traditional RPG.
You seem to be conflating two diametrically opposed ways of resolving travel in a drama-centric fashion.What you're describing is what you do in a narrative or storygame, where dramatic need eclipses verisimilitude or any objective idea of how fast FTL travel in that universe actually is. If that's what you want, fine, but I prefer drama to not be a power source in my games.
My games don't have a "story" to serve.
The post I was replying to asserted that it should matter. That is what I am disagreeing with.That just means it doesn't matter to you, because you're playing it like an action movie anyway. Not everyone RPs that way.
I don't know what you mean by "narrativism", but you're not using it in the way it is used by the person who brought it into the lexicon for describing RPGs (ie Ron Edwards).You can't do it in a traditional RPG without making it a less traditional RPG (ie, engaging in unnecessary narrativism).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.