Showing posts with label time. Show all posts
Showing posts with label time. Show all posts

Friday, May 2, 2025

Dungeon Design Tips: Ticking Time Clocks, And Wizard Bullets

There is a common complaint among many Game Masters that players ride roughshod over their dungeons and encounters without any serious challenge. Things are just too easy, and there's rarely any real risk to them. However, once Game Masters start pulling back the curtain, it becomes clear they're leaving out an important aspect of the game... namely, that sometimes things need to be done quickly.

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Seriously, it makes a difference...

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A Timer Makes A Big Difference!


Now, before we get going on this, it's important to remember that not all events should have a ticking time clock on them. Sometimes the party should be allowed to take their time, explore, and go at their own pace. However, time should be treated as a resource in an RPG, and like any resource it should be finite. Not only that, it should be more finite in particular instances than others as a way of creating additional challenge.

For some examples, consider the following situations:

- The party must reach the heart of the Shrine of Eternal Storms... but it is only ever accessible for 3 days out of a year. If they fail in their quest, they will either need to escape and wait another year, or they will be trapped inside!

- A jailbreak is happening tonight! They need to get themselves, and a specific fellow prisoner, out... preferably before the guards realize what's happening!

- A force of the dread warlock Al-Kazir is approaching the ruins with the intent to seize the Bloodstone. They need to get it first, otherwise it will fall into his hands... then there may be no way to stop him and his legions if that happens!

While there are just a few broad strokes, you get the idea. It's not just that the party has to fight their way through a dungeon, or explore a dangerous crypt, or acquire a certain relic... it's that they don't have the luxury of time. This means that they will have to make choices based on the sand falling through the hourglass as much as anything else, and it will likely lead to some hard decisions.

We don't have time for this...

As an example, the smart thing to do in a dungeon is to carefully check every inch of the floor for traps... but if you have enemy forces closing on your position, you don't have the luxury of crawling along the floor and fiddling with every door. So now the rogue is rushing the job, or alternatives methods are used. Does the barbarian or the fighter bulldoze their way down a hallway, counting on toughness or armor to save them from the worst of the trap's damage? Or does the necromancer take one of her least-robust servants, walking the undead down the hall to trigger any tripwires or slicing blades, sacrificing the zombie in order to gain a few precious minutes of efficiency?

The same is true of combat situations in the dungeon. While a party might normally decide to clear a dungeon room by room, fighting anything that resists them, that can turn into a slog, and use a lot of resources that requires members to rest, recuperate, and replenish themselves. Alternatively, the party might like to try diplomacy and negotiation, but such tactics can be unreliable at best, and they often eat into the amount of time one has allotted. Does the press of minutes mean that the characters embrace stealth or guile instead? Perhaps attempting to sneak in without being seen, getting close to their goal and rushing out before they can get caught? Or do they attempt to blend in, don the uniforms and forms of creatures or warriors who should be present in this place, avoiding battle as much as possible in order to get what they came for and get out?

These are the kinds of pivots and changes that can be made when players don't have time to rush in, face first, sword swinging, before retreating half a dozen times to try again the next day once they've had 8 hours of rest, a Gatorade, and a chance to replenish all their spells and class features.

This is Where The Wizard Bullets Come In


Vancian magic is the dominant form of magic in Dungeons and Dragons, Pathfinder, and similar games. Characters start the day with a certain amount of spells, and even if you aren't a spellcaster per-se, you often have a class feature or power that has a pool of points or resources (a cleric's channel energy, an alchemist's bombs and extracts, a monk's ki pool, a swashbuckler's panache, and so on) that runs out as you use them. This acts kind of like the bullets in a gun, which means that spellcasters and similar characters are extremely dangerous as long as they still have ammunition, but once they run out of their resources, they have a serious problem.

The problem arises when players have no time limit on their activities, and there's no penalties for rushing in, empting their magazines (so to speak), and then retreating to rest and recharge before coming in fresh. Because the challenge of these games is set up in such a way that a party should go through between 3 and 5 encounters between when they first loaded up to fight, and when they are supposed to be drained of their abilities.

By putting a time constraint on your players, you eliminate them retreating and "reloading" after every single encounter (or only a small handful of them), thus forcing them to conserve their resources and make tougher decisions about where they're going to use their powers, and how they're going to handle things going forward.

Oh balls... Guys, I think I'm tapped out!

For example, does the sorcerer really want to cast a spell just because it's their turn? Or will they use a wand or a scroll that will still be a helpful contrinbution to the battle while keeping their own powers in reserve? Does this battle really warrant the barbarian using their Rage, or can they handle this with their raw, brute strength and clever maneuverability? Does the ranger want to use their special arrows on this fight, or should they save those for the upcoming boss fight, knowing they only have a handful of them?

Because if players know, academically, they're on a time crunch they are going to get a lot more creative with their resources. Not only that, but they're going to really ask whether it's worth pulling the trigger when they only have so many rounds in the magazine... or should they just let the fighter with the greatsword handle it, even if it means the spellcaster has to wait a round or two while the martials mop up the rest of the battle?

If your players can just go in, guns blazing with no repercussions for walking back out and taking 24 hours to rest and recuperate to get themselves fully locked and loaded before wading back in... well, that's certainly going to undermine your threat and danger. But if they know they have to do all of this in one go, and the only resources they have are the ones they bring in the door with them, that's going to be a very different (and usually much more tense) adventure.

Additional Recommended Reading


If you enjoyed this piece, then I would recommend checking out 100 Tips And Tricks For Being A Better Game Master, along with the companion piece 100 Tips For Being A Better RPG Player. Both of these supplements have been quite popular, and they collect some of the best field-tested tips that have been covered on this blog over the years!


Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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Monday, January 14, 2019

Don't Have Time To Waste With Your Games? Check Out First Five Reviews!

As most folks who follow my blog know, in addition to creating gaming content, I'm also an author and a regular convention participant. So when a friend of mine from con invited me to do a reading from my sword and sorcery novel Crier's Knife at the Gumbo Fiction Salon hosted at the Galway Arms in Chicago, I really couldn't say no.

If you're wondering what I read, check out the free sample!
The reading went beautifully, and when I and my fellow readers had closed our covers, I stood around talking with several of the other participants. One fellow I met, whose work I found intriguing, told me that he'd been working on building a YouTube channel for a while. The idea behind it was that, since no one working today's ridiculous hours has the time to throw away on playing games that may demand months of your energy, that he would find games that gave you quality over quantity. Games that lacked unnecessary filler, and which didn't string you along for two, three, or four unnecessary cliffhangers so you could feel like you got value out of your play time.

That idea intrigued me, which is why I'd like to tell all of your out there about First Five Reviews!

Games For People Who Have Stuff To Do


I remember back in the days of yore where I could sit in front of a television screen for five or six hours a day for weeks at a stretch, and find all the little puzzles, secrets, and story chocolates in an intricate RPG. Or where I could go through a fighting game and figure out how to win with every character on the roster so I got all the lore.

These days, you're lucky if I pick up a controller once in a blue moon. So knowing there is someone out there who also has no time for bullshit in a game makes this channel a valuable screening tool for what I do with my free time.


Also, since I've helped out on Dungeon Keeper Radio so much, I know exactly how hard it can be to build a following, and get the necessary view counts to get your channel monetized. So I figured I'd help a creator out with one hand, and show everyone this cool new thing I found with the other.

That's a thing you know about now. Go check it out!

That's all for this week's Moon Pope Monday post! If you'd like to see more of my work, then take a look at my Vocal or Gamers archives. And if you're in the market for some books, head over to My Amazon Author Page to see what I've got to offer... like my novel Crier's Knife that I mentioned earlier!

To stay on top of all my updates, follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to help support me and my work, then consider Buying Me A Ko-Fi, or becoming a regular monthly patron on The Literary Mercenary's Patreon page. Every little bit helps, trust me!

Monday, May 22, 2017

Time is of The Essence When it Comes to Challenge in RPGs

The gnoll guards hadn't been sleeping at their posts, and they put up a fight. Brevalder nearly lost a hand to one of their axes, and Firan spent several of the spells he'd carefully prepared ensuring the hyena men were kept silent. When the bloodletting was done, and the heroes had healed their wounds, they did the only thing that made sense after they'd kicked in the door of the slaver's stronghold...

They trekked right back into the desert to camp, sleep, and rest so they could come back with full resources tomorrow.

Uh... guys? Are you going to finish this dungeon some time in the next week?
How many times have you seen this scenario happen? The party gets loaded for bear, goes in full-force, and then as soon as an encounter is complete they go recharge all their powers. Sure, out-of-game that's a matter of a few minutes, essentially hitting the reset button on your dungeon delve. In-game, though, it means there's a lot of time between that fight you had yesterday, and the party wading back into the same area looking for trouble.

It's important to remember that time is just one more resource players have to balance, and if they squander it then there should be consequences.

Time Changes Everything


Take one of the most common scenarios in all of fantasy gaming; the party has to go to a certain place, and perform a certain action. Maybe they're heading to the ruins of Rakesh, hoping to locate a legendary sword that vanished beneath the sands. Perhaps they're traveling to Black Pond to sort out the local warlord who's been razing towns and farmland. Or they're just moving along the coast road to the capital of whatever nation they happen to be in right then.

Most of the time, the challenges from travel can be circumvented with relative ease. A few Survival checks, buying enough food, and managing to sidestep bad weather can make journeys little more than 5-minute exposition. Even if you're using random encounters, they can become trivial after a while. But what if your party doesn't have the luxury of walking for a short time, then resting to recuperate?

Brew a pot, boys, we're pulling an all-nighter!
For example, what happens when the ruins only appear once every 25 years, and they're only accessible for three days? What if the warlord is only going to be in Black Pond for a short time, and once he moves off he'll rejoin the rest of his army where he'll be significantly less vulnerable? What if the party has bandits on their tail, and they need to hustle on their way to the capital to stay one step ahead of the deadly outlaws? Well, they might have to force march themselves, making saves and taking penalties for a lack of sleep. Spells, ki points, Rage rounds, bardic music... they all need to last longer. That makes them a more precious resource, not to be used lightly.

This same logic applies to the meat and potatoes of an adventure, as well. Because even if the party can approach a location at their leisure, traveling at a relaxed pace, once they get where they're going they can't really pull back without breaking the suspension of disbelief. Sure, if you're investigating ruins that have been abandoned for a thousand years, and you're dealing with traps along with constructs and undead, you might be able to pull back and regroup since the guardians aren't programmed to leave their posts. But what about in other situations? When you're raiding a goblin cave, fighting through an orc stronghold, or assaulting a frost giant fortress, you can't hack your way through a few encounters, run away, and then expect everything to be just the same a day later.

The creatures you killed will still be dead, sure, but they've been replaced by new guards. Not only that, but those guards are now on high alert, and looking for revenge on the people who killed their friends. The traps have been reset, and it's possible a few more have been added. There might even be mobile units ready to respond to any threats, now that you've given away your presence.That is, of course, assuming the enemies don't send out scout patrols to harass you where you're camping, with orders to kill or capture you.

Time Between Fights Is Just As Important


There's another aspect about time in RPGs you should be paying attention to as a DM: specifically the amount of time it takes the party to buff itself, and how long those buffs last.

Unstoppable, baby!
We've all seen the character builds where, with 5-6 rounds of prep time, a character can become godly in their power and capabilities. It's one reason we often have clerics and wizards who have buffed themselves for several minutes as our big bad guys. However, while players should have the chance to get their buffs in, unless they're setting up an ambush, or they're scouting ahead either physically or magically, they shouldn't be able to predict when they need to be operating at maximum capacity. At that point it's about action economy, a subject I've already talked about in Understanding Action Economy (And Why You Need It).

The other thing you should pay close attention to as a DM is how long those buffs last.

As I mentioned in The 4 Major Flaws of Character Building, it's one thing to have a big gun. But just because you have it, that doesn't mean you have enough bullets in it to shoot your way to the end. Put another way, sure, you can boost your AC into the 40s, your Strength into the 30s, and give yourself a dozen natural attacks... but for how long? Which buffs last rounds per level? Which ones last minutes per level? For the others, do you have a daily cap?

This is important because, as I've said repeatedly, it's easy to hulk out for one fight and wipe the floor with the bad guys. You can probably do it for two fights, also. But can you pull the same trick for a third fight? Or a fourth? How many buffs did you bring? Because even casters with deep spell pouches only have so much they can bring to the table, and it only lasts for so long. Keep track of those rounds, and make sure your players aren't pausing the count downs because it, "doesn't count if you're not in combat."

Plan For The Long Haul


Time is just like any other factor in RPGs; it can be as forgiving, or as punishing, as you want it to be. Just like you can have your fights in broad daylight, and in wide open fields with plenty of lines of fire, you can give your party all the time in the world to achieve their goals. But just like how you can make them fight uphill, in the dark, and in the rain, you can also force them to step up their pace. Often this means they have to get where they're going, and get the job done, with no refreshes, and only their skill, smarts, and luck.

If you feel you've been going too easy on them, add a ticking clock. I guarantee it will make your players sweat.

That's all for this week's Moon Pope Monday update! Hopefully it helps some folks out there, particularly DMs, who feel it's hard to challenge a party without arbitrarily boosting their monsters' CRs. If you want to stay on top of all my updates, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to help support me, then head over to The Literary Mercenary's Patreon page to become a patron today! As little as $1 a month buys you my everlasting gratitude, as well as some sweet gaming swag!