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Cake day: July 13th, 2023

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  • I’m currently running a campaign that involves a lot of exploration, travel and a dash of politics.

    Cramming a full “adventuring day” of 6-8 encounters into each calendar day was just not feasible - “interesting days” will have one, maybe two encounters, occasionaly with several days of travel/downtime in between.

    So if adjusted to “SR = a night’s rest” and “LR = 24h of downtime” and it fixed the problem immediately.

    A LR requires more creature comforts than a fire and a blanket, but if they invest into supplies and hirelings, they can set up a “base camp” that allows a LR even in the wilderness.

    As for spell duration: I’ve just set all spells that are supposed to cover most of an adventuring day (like Mage Armor) to last until the end of the next Long Rest and this has covered all problems so far. Remember to adjust the recovery of charge-based magical items, too.






  • Thanks for writing that down, that could indeed work out fairly well quite reliably.

    I’d argue that, as far as those terms are being generally understood in the community, this isn’t railroading - it’s a linear adventure.

    Railroading ignores player choice and agency (“You want to liberate the princess before attempting to destroy the Death Star? No, you find out security is too tight and return to the rebel base to prep the final assault, no discussion allowed.”)

    A linear adventure is just a scenario where the order of encounters is fixed - a race, a linear dungeon or a scenario where the party are employees of the king and get just assigned to missions are good examples of this. It’s the opposite of a sandbox, but it works perfectly well and is an excellent choice for newer DMs or more time-constrained tables.

    As long as everyone is fine with this and player choice within those encounters still matters, it’s not railroading (in the sense the term is usually used.)