Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: When the Clock's Ticking
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gorgon Zee" data-source="post: 9755364" data-attributes="member: 75787"><p>I think for me, the in-game "you have X turns to achieve a goal" is something I think of a resource management issue. So, for example, in The One Ring, when you have a council scene, you geta fixed number of chances to try to influence the other party until they run out of patience. D&D4E's skill challenges were similar -- a fixed number of attempts to gain enough successes. For me, this is the same sort of thing as saying "your characters have 4 days to achieve X". Some number of success are required, and there is a limit of the number of attempts.</p><p></p><p>The issues of slow players is one that I don't feel would be solved well by creating time stress. Like others in this thread, I prefer to just skip over them and then come back to them when they are ready.</p><p></p><p>I have deliberately used time stress a few times in gaming. It's rare, so not something I'd do a lot of, but it has been effective. I would not use it in a group where I knew that anyone had serious issues with fast decision-making and I don't like to use it in high-risk situations (I would not make it a 'choose wrong and die' choice. Even when I ran Tomb of Horrors, I modified a certain room to make it a 'choose wrong and get seriously hurt' room). I also make it clear to everyone that this will be a time stress challenge, so everyone is aware and paying attention. So, for example:</p><p></p><p>"Ok everyone, when Gogo opens the door I'm going to describe what you see and give you five seconds to decide what to do immediately the door is open. I'll go round the table and ask what you do. Please don't let previous players' decisions change yours!"</p><p></p><p>Puzzles are another situation I have used (and seen used) time stress. A few months ago I played in a game where we were re-wiring robots to fight zombies and the GM gave each of individual physical mini-games to solve in a fixed amount of time. It was definitely stressful and definitely fun. But many people do not like puzzles, or don't like to have player intelligence substitute for character intelligence. So it's a bit of a risky scene to run. Worked great for us -- but can be a bad experience for some people, so be cautious would be my advice.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9755364, member: 75787"] I think for me, the in-game "you have X turns to achieve a goal" is something I think of a resource management issue. So, for example, in The One Ring, when you have a council scene, you geta fixed number of chances to try to influence the other party until they run out of patience. D&D4E's skill challenges were similar -- a fixed number of attempts to gain enough successes. For me, this is the same sort of thing as saying "your characters have 4 days to achieve X". Some number of success are required, and there is a limit of the number of attempts. The issues of slow players is one that I don't feel would be solved well by creating time stress. Like others in this thread, I prefer to just skip over them and then come back to them when they are ready. I have deliberately used time stress a few times in gaming. It's rare, so not something I'd do a lot of, but it has been effective. I would not use it in a group where I knew that anyone had serious issues with fast decision-making and I don't like to use it in high-risk situations (I would not make it a 'choose wrong and die' choice. Even when I ran Tomb of Horrors, I modified a certain room to make it a 'choose wrong and get seriously hurt' room). I also make it clear to everyone that this will be a time stress challenge, so everyone is aware and paying attention. So, for example: "Ok everyone, when Gogo opens the door I'm going to describe what you see and give you five seconds to decide what to do immediately the door is open. I'll go round the table and ask what you do. Please don't let previous players' decisions change yours!" Puzzles are another situation I have used (and seen used) time stress. A few months ago I played in a game where we were re-wiring robots to fight zombies and the GM gave each of individual physical mini-games to solve in a fixed amount of time. It was definitely stressful and definitely fun. But many people do not like puzzles, or don't like to have player intelligence substitute for character intelligence. So it's a bit of a risky scene to run. Worked great for us -- but can be a bad experience for some people, so be cautious would be my advice. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: When the Clock's Ticking
Top