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Level Up: Advanced 5th Edition (A5E)
Sunset Riders Fantasy Western! (Campaign Setting thoughts)
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<blockquote data-quote="Steampunkette" data-source="post: 9238945" data-attributes="member: 6796468"><p>I think another solution to the issue? Spread adventures and time out.</p><p></p><p>In a dungeon environment you're moving from room to room to handle threats. You don't get that so much in the Wild West. Instead you get a series of encounters in different locations. The Quarry, the OK Corral, the horseback ride to get to the train, on the train itself. It's way more open and less contained.</p><p></p><p>One could create dungeons in that way for -mechanical- purposes, if not narrative purposes. After all, what is a dungeon but a series of encounters crammed into a small area? You could spread those locations out over a much larger area and retain the same effective mechanical drain... but.</p><p></p><p>It requires a timer. In D&D the timer is a question of how much of your resources you have left and how long before you're likely to get into another fight. If the answer to the first question is "Not enough" and the second is "A long time" you take a rest for gameplay mechanics. Either a short rest or a long rest based on how long you think you have and how badly you need your resources.</p><p></p><p>But when you spread out encounters over longer distances, like a Wild West movie tends to do, you add a bunch of time and not a ton of reason to rush between encounters without taking those short rests. So either we increase the duration of a long rest... or we add urgency to the encounters.</p><p></p><p>Personally, I'm a fan of Cinematic Rests and I think I'll put them as a core rule into this setting.</p><p></p><p>In a Cinematic Rest, a short rest can be anywhere from a quick 20 second break in the action all the way up to 8 hours of shut eye. Long rests, similarly, shift in length based on what the story needs. From 8 hours to a week of recoup time in a hospital under the tender touch of the nurse your character will either fall in love with or have to protect.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9238945, member: 6796468"] I think another solution to the issue? Spread adventures and time out. In a dungeon environment you're moving from room to room to handle threats. You don't get that so much in the Wild West. Instead you get a series of encounters in different locations. The Quarry, the OK Corral, the horseback ride to get to the train, on the train itself. It's way more open and less contained. One could create dungeons in that way for -mechanical- purposes, if not narrative purposes. After all, what is a dungeon but a series of encounters crammed into a small area? You could spread those locations out over a much larger area and retain the same effective mechanical drain... but. It requires a timer. In D&D the timer is a question of how much of your resources you have left and how long before you're likely to get into another fight. If the answer to the first question is "Not enough" and the second is "A long time" you take a rest for gameplay mechanics. Either a short rest or a long rest based on how long you think you have and how badly you need your resources. But when you spread out encounters over longer distances, like a Wild West movie tends to do, you add a bunch of time and not a ton of reason to rush between encounters without taking those short rests. So either we increase the duration of a long rest... or we add urgency to the encounters. Personally, I'm a fan of Cinematic Rests and I think I'll put them as a core rule into this setting. In a Cinematic Rest, a short rest can be anywhere from a quick 20 second break in the action all the way up to 8 hours of shut eye. Long rests, similarly, shift in length based on what the story needs. From 8 hours to a week of recoup time in a hospital under the tender touch of the nurse your character will either fall in love with or have to protect. [/QUOTE]
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