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<blockquote data-quote="Delta" data-source="post: 4065843" data-attributes="member: 40269"><p>So here I'm piling onto this discussion. I'm an old-time gamer -- I've also never seen the 15-minute day problem in person. In classic D&D, there'd be a number of things I can think of that prevent it:</p><p></p><p>(1) Wandering Monsters. You've got a trope of random hostiles that are around gameplay-wise specifically to suck down resources if you don't find ways to conserve them. Particularly in the context of big dungeons, the further you push down, the less advantage you get from running all the way back to a safe location before returning.</p><p></p><p>(2) Monsters that Reinforce & Counterattack. This had sizable sections in the original 1E DMG, and most 1E adventures. If you left off when you had the advantage, it would come back to haunt you.</p><p></p><p>(3) Opposing Adventuring Parties. Original D&D also assumed that the DM had multiple adventuring parties he DM'd all trying to loot the same complex (likely other PCs, possibly evil NPCs). Again big section in the 1E DMG on tracking Time specifically to know when one group of PCs beat another to a certain location or prize. So backing out too early opens up some other adventurers stealing your goal.</p><p></p><p>(4) Tournament Play. Of course, most of the original adventures come from tournament play, and I still think that's my favorite context for playing D&D. In that situation, the game intinsically assumes one scoring expedition; if you leave, game over.</p><p></p><p>So some of this stuff are interrelated details, and if removed they have unintended consequences. If you nix Wandering Monsters and Big Dungeons because they're uncool (perhaps in favor of some more plot-heavy story-play), then I can absolutely see how the 15-minute day problem suddenly pops up (among other issues, like arbitrary time for thief/rogue searches). At any rate it's not <em>necessarily</em> the "eminently logical strategy" unless you specify all these other environmental issues.</p><p></p><p></p><p>Edit: Oh, yeah and I guess (5) 10-minute long turns helped, too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Delta, post: 4065843, member: 40269"] So here I'm piling onto this discussion. I'm an old-time gamer -- I've also never seen the 15-minute day problem in person. In classic D&D, there'd be a number of things I can think of that prevent it: (1) Wandering Monsters. You've got a trope of random hostiles that are around gameplay-wise specifically to suck down resources if you don't find ways to conserve them. Particularly in the context of big dungeons, the further you push down, the less advantage you get from running all the way back to a safe location before returning. (2) Monsters that Reinforce & Counterattack. This had sizable sections in the original 1E DMG, and most 1E adventures. If you left off when you had the advantage, it would come back to haunt you. (3) Opposing Adventuring Parties. Original D&D also assumed that the DM had multiple adventuring parties he DM'd all trying to loot the same complex (likely other PCs, possibly evil NPCs). Again big section in the 1E DMG on tracking Time specifically to know when one group of PCs beat another to a certain location or prize. So backing out too early opens up some other adventurers stealing your goal. (4) Tournament Play. Of course, most of the original adventures come from tournament play, and I still think that's my favorite context for playing D&D. In that situation, the game intinsically assumes one scoring expedition; if you leave, game over. So some of this stuff are interrelated details, and if removed they have unintended consequences. If you nix Wandering Monsters and Big Dungeons because they're uncool (perhaps in favor of some more plot-heavy story-play), then I can absolutely see how the 15-minute day problem suddenly pops up (among other issues, like arbitrary time for thief/rogue searches). At any rate it's not [i]necessarily[/i] the "eminently logical strategy" unless you specify all these other environmental issues. Edit: Oh, yeah and I guess (5) 10-minute long turns helped, too. :) [/QUOTE]
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