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General Tabletop Discussion
*Dungeons & Dragons
What Single Thing Would You Eliminate
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<blockquote data-quote="Xetheral" data-source="post: 8238854" data-attributes="member: 6802765"><p>I get that. It can be a little too much like real life sometimes. <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=":)" /> It does help a bit if the majority of the plotlines are positive opportunities for the PCs, rather than crises requiring attention.</p><p></p><p>While I acknowledge the drawbacks, I really like how an overabundance of opportunities introduces natural time pressure without requiring me to impose doom clocks. So if the PCs are pursuing a long-buried artifact, the PCs are incentivized to dig it up quickly just so they can go attend to their other priorities, not because the artifact itself is time-sensitive after eons of sitting inert. I don't need to introduce a rival party of treasure hunters that just happens to be close to finding the artifact at the same time the PCs are. (I totally could, and I could probably even make it seem natural, but adding doom clocks to everything feels forced after awhile.)</p><p></p><p></p><p>Also true. It can be a very complicated juggling act, particularly with a group with disparate interests. But that's a tricky issue to address even with only one plotline. In some ways, multiple plotlines make it easier to keep everyone's interest, at least if the OOC dynamics of the group are somewhat egalitarian, so that everyone gets a chance to pursue their priorities.</p></blockquote><p></p>
[QUOTE="Xetheral, post: 8238854, member: 6802765"] I get that. It can be a little too much like real life sometimes. :) It does help a bit if the majority of the plotlines are positive opportunities for the PCs, rather than crises requiring attention. While I acknowledge the drawbacks, I really like how an overabundance of opportunities introduces natural time pressure without requiring me to impose doom clocks. So if the PCs are pursuing a long-buried artifact, the PCs are incentivized to dig it up quickly just so they can go attend to their other priorities, not because the artifact itself is time-sensitive after eons of sitting inert. I don't need to introduce a rival party of treasure hunters that just happens to be close to finding the artifact at the same time the PCs are. (I totally could, and I could probably even make it seem natural, but adding doom clocks to everything feels forced after awhile.) Also true. It can be a very complicated juggling act, particularly with a group with disparate interests. But that's a tricky issue to address even with only one plotline. In some ways, multiple plotlines make it easier to keep everyone's interest, at least if the OOC dynamics of the group are somewhat egalitarian, so that everyone gets a chance to pursue their priorities. [/QUOTE]
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What Single Thing Would You Eliminate
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