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Clues vs Downtime
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<blockquote data-quote="TaranTheWanderer" data-source="post: 9323414" data-attributes="member: 15882"><p>As a player, I like when a DM seeds the world with rumours. Then I can try to get more details about them, spend money to find out more. I like it when the DM just says, "It will take one week or less time with more money or a good roll to find out more"</p><p></p><p>I don't want to RP the entire week.</p><p></p><p>I like it when I can say, "I want to find a magic sword of legend. Is there any rumours about that?" And the DM can give us an adventure to find something. Maybe it's not a legendary sword that I was hoping for but it's something special to adventure towards. Maybe this takes time, maybe we have to follow leads. It could even be a series of adventures.</p><p></p><p>I don't mind if a DM says, "It takes a few days to restock your gear because supplies need to come in."</p><p></p><p>All the above is dependent on whether there is a time crunch. In our last adventure, did we find out some children were captured by cultist and will be sacrificed to some dark god? It's unlikely we will spend a week researching that magic sword. We will go save kids asap.</p><p></p><p>Running against the clock can be fun but, after a while, it gets tiresome and you just want to do your own thing that isn't a world-ending run against time. So, provide breaks in the action and players will engage with clues and seeded content.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 9323414, member: 15882"] As a player, I like when a DM seeds the world with rumours. Then I can try to get more details about them, spend money to find out more. I like it when the DM just says, "It will take one week or less time with more money or a good roll to find out more" I don't want to RP the entire week. I like it when I can say, "I want to find a magic sword of legend. Is there any rumours about that?" And the DM can give us an adventure to find something. Maybe it's not a legendary sword that I was hoping for but it's something special to adventure towards. Maybe this takes time, maybe we have to follow leads. It could even be a series of adventures. I don't mind if a DM says, "It takes a few days to restock your gear because supplies need to come in." All the above is dependent on whether there is a time crunch. In our last adventure, did we find out some children were captured by cultist and will be sacrificed to some dark god? It's unlikely we will spend a week researching that magic sword. We will go save kids asap. Running against the clock can be fun but, after a while, it gets tiresome and you just want to do your own thing that isn't a world-ending run against time. So, provide breaks in the action and players will engage with clues and seeded content. [/QUOTE]
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Clues vs Downtime
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