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<blockquote data-quote="Henry" data-source="post: 3756725" data-attributes="member: 158"><p>Exactly! Some of the most classic adventures of D&D's past used the "hour-by-hour" scenario, the most notable being "Dungeons of the Slave Lords", as well as many of the "We have to stop the marriage/occult ritual/signing of the treaty before noon!" type of adventures. Others not as classic have included murder mysteries, like the one from an early issue of Dragon, or -- heck, even shows on TV like 24 have used hour-by-hour frames of reference, rather than minute by minute, to make the viewer feel the pressure. Minute by minute can be used, but having it be the ONLY way to have a time-critical scenario is just too limiting, not to mention (in my opinion) giving NO chance to catch one's breath narratively. (I've seen some action sequences in movies cut like that, but it's usually just too frenetic usually to keep it up).</p><p></p><p>I'm also concluding that you and I may never see eye to eye on some of the issues, based on your comments on "simulationism" and things like Undermountain, which along with Castle Greyhawk I consider staples of the whole D&D experience - they might be contrived by real-world standards, but they aren't contrived in a world that lives, eats, breathes, and poops fantasy. What was that quote about thinking about fantasy too hard? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I personally just don't see it as a good solution that if you assume it "contrived" then you aren't worried about "contrived" results coming from it. Narratively, I'm just too concerned with how "per encounter" classes are going to affect tropes that have been a part of the game for over thirty years. I'm willing to wait and see, but the answer lies in just how far they go "per-encounter" with it.</p></blockquote><p></p>
[QUOTE="Henry, post: 3756725, member: 158"] Exactly! Some of the most classic adventures of D&D's past used the "hour-by-hour" scenario, the most notable being "Dungeons of the Slave Lords", as well as many of the "We have to stop the marriage/occult ritual/signing of the treaty before noon!" type of adventures. Others not as classic have included murder mysteries, like the one from an early issue of Dragon, or -- heck, even shows on TV like 24 have used hour-by-hour frames of reference, rather than minute by minute, to make the viewer feel the pressure. Minute by minute can be used, but having it be the ONLY way to have a time-critical scenario is just too limiting, not to mention (in my opinion) giving NO chance to catch one's breath narratively. (I've seen some action sequences in movies cut like that, but it's usually just too frenetic usually to keep it up). I'm also concluding that you and I may never see eye to eye on some of the issues, based on your comments on "simulationism" and things like Undermountain, which along with Castle Greyhawk I consider staples of the whole D&D experience - they might be contrived by real-world standards, but they aren't contrived in a world that lives, eats, breathes, and poops fantasy. What was that quote about thinking about fantasy too hard? ;) I personally just don't see it as a good solution that if you assume it "contrived" then you aren't worried about "contrived" results coming from it. Narratively, I'm just too concerned with how "per encounter" classes are going to affect tropes that have been a part of the game for over thirty years. I'm willing to wait and see, but the answer lies in just how far they go "per-encounter" with it. [/QUOTE]
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