#RPG
https://alexschroeder.ch/view/2026-03-08-time
I’ve learned that having too strong time pressure and too weak time pressure are both bad. Tomb of Annihilation had too strong of a macguffin both temporally and value-wise. A completely zero’d out time pressure wrecks challenge.
My new campaign started a week ago. We’re doing D&D 5.1 with tons and tons and tons of house rules and all non-humans reskinned.
@kensanata One common scenario seed for me would be a statical situation interrupted by the player's actions. Basically the dungeon equivalent of Red Harvest / Yojimbo / Fistful of Dollars. Two factions, alike in dignity and power, in a kind of stand-off. Then the players happen, and by their "kinetic energy" interrupt.
Maybe some guards are removed by the PCs, and thus an incursion of one faction that wasn't possible now is. They take prisoners. An execution or sacrifice would seem the logical conclusion to this.
That would suggest a timer to me. Otherwise it's the "quantum sacrifice scene" that would seem more in line with the story/encounter-oriented gaming set. That's what I meant with possible faction game scenarios that pose similar pressure situations. Would you avoid this in general?
A kidnapping scenario set in place before the players arrive at the dungeon location isn't that much different technically, although I can see arguments about the "prime mover" status of the players or the primacy of the dungeon.
@mhd The reason I say all that is that I generally dislike scenarios where I think I'm playing in a sandbox and it turns out the referee sets up so many threats and timers that we as the players don't actually have a choice. Today we need to find Baba Garo because otherwise the dragon destroys the guest house. Tomorrow we have to fight the baboons otherwise the druid kills the halfling. Then we need to go and talk to the beast men queen otherwise the Set cultists will smash them. It might feel exhilarating but it also removes agency.
Sure, in theory, we could just drop it and emigrate. At the table, that's not how it works. There's an implicit agreement regarding the current campaign, I'm sure.
@Sandra
@kensanata Sure, too much of anything is a bad thing. Especially if it's a tightly and artificial orchestrated "Rumplestiltskin" setup where you do one thing today, another thing tomorrow, all cleanly possible, but basically another railroading strategem.
In my experience, the time-bound factor often works the opposite way, because you've got concurrent, overlapping triggered events. Big ceremony on the full moon, only time where you can find the monk/druid to beat up to level up. Reinforcements for the bugbears arriving in three days. Big market including the Alchemist's Caravan in town tomorrow. Other party on level four of the dungeon progressing as we speak.
There's no complete freedom for the party (but there never is), but there's certainly agency. I prefer to stretch them out over larger periods of time and make the conclusions clear enough for the players to decide (no "hah, you missing the harvest festivals angers the bishop you never met…"), but that's the same with rooms, traps etc.
(I'm also not going into morals, because I think they're completely orthogonal to timers and I really don't like talking about them in an OSR context because oh boy…)