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Why Good Players Should Not Play Champions
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<blockquote data-quote="Flamestrike" data-source="post: 6992125" data-attributes="member: 6788736"><p>lol.</p><p></p><p>How is designing an adventure hook of 'you have to stop the BBEG by midnight' any different to 'you have to stop the BBEG by... 'whenever'? How is taking into account the five-minute adventuring day when designing hooks and adventures for your party 'railroading'?</p><p></p><p>If you don't want to make your quests time critical and be boring, and you want to encourage your player characters nova striking encounters that's up to you. Feel free to design your adventures and encounters that way 'like the GMs you play with and yourself.'</p><p></p><p> To me it sounds kind of boring not having any time constraints on my quests. Having to stop the death Star before blows up Yavin in five minutes sounds thrilling. Having all the time in the world, Blowing up one tie fighter before falling back to the rebel base to rest overnight, and repeating this for a week or two with no actual time pressure sound kinda sucky.</p><p></p><p>Maybe that's just me.</p><p></p><p>Your <em>lack of </em>time pressure in your adventures and encounters is as much railroading as is my <em>inclusion</em> of them.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6992125, member: 6788736"] lol. How is designing an adventure hook of 'you have to stop the BBEG by midnight' any different to 'you have to stop the BBEG by... 'whenever'? How is taking into account the five-minute adventuring day when designing hooks and adventures for your party 'railroading'? If you don't want to make your quests time critical and be boring, and you want to encourage your player characters nova striking encounters that's up to you. Feel free to design your adventures and encounters that way 'like the GMs you play with and yourself.' To me it sounds kind of boring not having any time constraints on my quests. Having to stop the death Star before blows up Yavin in five minutes sounds thrilling. Having all the time in the world, Blowing up one tie fighter before falling back to the rebel base to rest overnight, and repeating this for a week or two with no actual time pressure sound kinda sucky. Maybe that's just me. Your [I]lack of [/I]time pressure in your adventures and encounters is as much railroading as is my [I]inclusion[/I] of them. [/QUOTE]
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Why Good Players Should Not Play Champions
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