Scheduling conflicts plague every RPG session held outside of the Antarctic circle.
Scheduling conflicts plague every RPG session held outside of the Antarctic circle.
Reality will not adjust to a game's plot, which means the fantasy must adjust for the reality,\ldots but not too much.
Reality will not adjust to a game's plot, which means the fantasy must adjust to reality,\ldots but not too much.
If you tell everyone from the outset that their session must start and end in town (or some civilized area, where the \glspl{pc} can rest without random encounters), then the players will generally do their best.
If you tell everyone from the outset that their session must start and end in town (or some civilized area, where the \glspl{pc} can rest without random encounters), then the players will generally do their best.
Any `dungeons` must become an area they enter quickly, and jump out of once something -- anything -- has been achieved.
Any `dungeons` must become an area they enter quickly, and jump out of once something -- anything -- has been achieved.
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@@ -138,7 +138,7 @@ This leaves room for some other \gls{pc}, with better stats, to succeed in the e
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@@ -138,7 +138,7 @@ This leaves room for some other \gls{pc}, with better stats, to succeed in the e
\subsubsection{Let Players `Ruin' the \Glsentrytext{adventure}}
\subsubsection{Let Players `Ruin' the \Glsentrytext{adventure}}
Encounters don't have to play through like you think they will.
Scenes and encounters don't have to play through like you think they will.
If the players flood a dungeon, cast a fireball at the king, or raise their Aldaron and Wyldcrafting so high that every wild animal encounter turns into a pet in a growing army, take a breath, re-examine the situation, and go from there.
If the players flood a dungeon, cast a fireball at the king, or raise their Aldaron and Wyldcrafting so high that every wild animal encounter turns into a pet in a growing army, take a breath, re-examine the situation, and go from there.
Perhaps the dungeon has a high-point inside which isn't flooded, which at least saves that part of the dungeon; or perhaps it's flooded forever, and nobody will see that treasure again.
Perhaps the dungeon has a high-point inside which isn't flooded, which at least saves that part of the dungeon; or perhaps it's flooded forever, and nobody will see that treasure again.
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@@ -286,6 +286,9 @@ Warmer seasons have their own challenges, including floods in some colder region
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\subsubsection{Timing Encounters}
\subsubsection{Timing Encounters}
\index{Encounter Tempo}
\index{Tempo, Encounters}
\label{tempo}
Different areas have different encounters-tempos.
Different areas have different encounters-tempos.
Some push persistent activity at the players, while others will leave them to travel, unimpeded.
Some push persistent activity at the players, while others will leave them to travel, unimpeded.
A rift opens in space, allowing the mage to connect any two locations in range.
A rift opens in space, allowing the mage to connect any two locations in range.
Anyone walking into one portal, comes out the other.
Anyone walking into one portal, comes out the other.
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\spell{Lock}{Continuous}{Craft}{Bind a door shut}
\spell{Lock}{Continuous}{Craft}{Bind a door shut}
\label{lockSpell}
The mage can erect a magical force field, similar to mage armour, over a doorway to make it more difficult to break through.
The mage can erect a magical force field, similar to mage armour, over a doorway to make it more difficult to break through.
The \gls{tn} to break through the door increases by an amount equal to double the level of the Force sphere being employed plus the mage's Intelligence Bonus.
The \gls{tn} to break through the door increases by an amount equal to double the level of the Force sphere being employed plus the mage's Intelligence Bonus.