PlanetADnD - Your Number One Source For Dungeons & Dragons
Register Here!

 
MAIN MENU
  • Home
  • Art Gallery
  • Calendar Events
  • Contact Us
  • D&D Content
  • D&D FAQ
  • D&D Links
  • Forums
  • Image Uploader
  • Map Archive
  • PADnD Journal
  • PADnD MP3 Player
  • Private Messages
  • Recommend PADnD
  • Video Streamer
  • Your Account

  •  
    Minions Online
    Nickname:
    Password:

    Members List MEMBERS:
    LATEST MEMBER weaponx11's Profile weaponx11
    TODAY: 0
    YESTERDAY: 1
    OVERALL: 4073

    PADND VISITORS
    Visitors Online 62
    Members Online 1
    Total Online: 63


    FREE MEMBERSHIP! Register Here


     
    Miscellaneous
    RPG Tips
    Riddle Master
    Vastonia Campaign
    2E Monster Manual
    History of D&D
    D&D Satan
    DM Tips/Tricks
    Link To Us
    Site Overview
    Magic Gypsy
    3E FAQ
    Disclaimer
    Privacy Policy

     
    D&D Utilities
    Utilities Archive
    Dice Roller (Email)
    3.5e Character Generator
    RPG Profiler
    Alignment Test
    Who Am I
    Dragon-Kind
    Mage Test

     
    D&D Humor
    MISC D&D Humor
    TOP 101 TSR
    Christian Chess
    Real RPers
    Blame RPGs

     
    The Bards Corner
    PADnD Blog

     
    Top EXP Holders

    Cole
    Points: 34976


    Jenara
    Points: 28156


    Ismaels-Legacy
    Points: 17335


    Kafen
    Points: 15792


    Stik
    Points: 12640


    LadyWinterWolf
    Points: 10295


    BryantTheSwordsman
    Points: 9499


    Tempest
    Points: 9298


    Lukafio
    Points: 8252


    greenknight
    Points: 7726


    TEMPLATE

    Role Playing Tips - By Johnn Four

    THE TIME BOMB SOLUTION

    One of the most destructive events that happens every few game sessions in my campaign is the Time Bomb. A missed or incorrectly interpreted rule, a forgotten fact or just a bad play and everybody realizes a little later that a mistake has occurred. And the mistake has deeply affected events that followed. Perhaps a character would have succeeded if Rule B had been used. Or maybe you forgot that it was dark and the bad guys could not possibly have been so deadly accurate with their shots?

    So, do you decide to press forward or stop everything and do it all again?

    I call this the Time Bomb and it used to drive me nuts. Murphy's Law says that whenever this situation occurs the GM is faced with a lose/lose dilemma. For example, if you carry forward, regardless of the mistake, the players feel resentful that they unfairly got the short end of the stick. But if you do it all over again, then that special ability of your monster has already been revealed and the player's can't ignore that the second time around.

    The Time Bomb Solution is simple and effective, and should work for your roleplaying group as well. But please note: the Solution's purpose is not to magically transform Time Bomb events into situations where everybody wins and are happy with the outcome. I do not know of any solution that does this. [If you've got one, e-mail me now! mailto:johnn@roleplayingtips.com ] Instead, it is designed to reduce the pain and negative impact on game play as much as possible so that everybody can get on with the game with no lasting hard feelings.

    The Time Bomb Solution is: clearly establish your policy *before* game play begins that "all mistakes are final." If an error occurs, time is not stopped or reversed. Events continue.

    This policy applies to the players AND the GM.

    By doing things this way you: * Set the expectations and procedure before the actual event occurs which helps reduce the pain and the negative reactions; * Make it fair for everyone because the monsters and bad guys are also affected; * Encourage everyone to pay attention, be alert and know their stuff; * Get everybody's agreement on the protocol ahead of time. It's easier to accept a mistake you've made if you have already agreed on the consequences;

    I suggest giving some time leeway on this policy as well so that players don't feel trapped or develop paranoia about their actions. My group has agreed that if the mistake occurs during combat and if it is discovered within the same round that it occurred then the player or GM can redo the action. If the Time Bomb occurs outside of combat then all results are final after a minute of character time.

    Also, by using this solution and looking at the positive side, Time Bombs can actually become a fantastic way to add realism, depth and opportunity for your games. My group also agreed that all Time Bombs require a made-up explanation to justify events as they occurred. And, surprisingly, the explanations quite often provide great details, plot hooks and interesting events to launch encounters and stories from. Looking on the bright side, unexpected and unusual events (from a Time Bomb) mimic how our real lives work. Just be sure that your players agree all explanations are subject to game master approval.

    Remember, agree to the Time Bomb Solution before play and, while Time Bombs may not become fewer, at least they will become less painful and disruptive.

    Have more fun at every game!

    Johnn Four

    Copyright © 2000-2005 PlanetADND.com - All Rights Reserved.
    Owned and Maintained by Cole E Austin
    Original site design by Cole Austin
    Vastonia - Copyright © 1989-2008 Cole Austin