2026-03-08 Time pressure in dungeon adventures is a bad idea ============================================================ I am using a Pathfinder dungeon for my AD&D game and the introduction of story elements like kidnapped children about to get sacrificed is at odds with old school dungeon exploration. The party travelled through the forest and suffered a random encounter with a harpy. They beat the monster but had to retreat back to town. A plot cleric showed up -- that's me judging that every small village probably has a village cleric that knows how to cast cure light wounds. It's still the same day, so the party goes back through the forest, finds the dungeon, traverses the first level, fights the boss guarding the entrance to the second level and retreats back to town. More healing. Uhm, now what? The children are about to be sacrificed! One of the players got enough experience points to level up so their character has to spend a week in training (this is AD&D 1st ed.!) and so they create a new level 1 character to join the expedition the next day. The party ninja descends the elevator shaft and gets into a fight with two kobolds armed with spears, javelins and riding sabre-tooth toads. The halfling rangers quaffs a potion of flying and flies down there to aid their comrade. The two fighters jump into the elevator basked only to discover that it's rigged and they barely make their saves as the whole thing crashes. The kobold lancers stab them and they drop, not quite dead (AD&D 1st ed. means unconscious and bleeding at 0 to -3, comatose and debilitated for many days at -4 to -9, dead at -10). The druid, the henchies and the freed kobolds stay at the top of the elevator. The battle ends just in time, everybody survives but one of the fighters is comatose. So we retreat back to town. This is the third session, the second day in-game and I'm thinking about time pressure and dungeon-based adventure games. Judd Karlmann said: > I don't understand why children about to be eaten by ogres in a > dungeon is at odds with old school dungeon exploration. Here is what bothers me about setups under time pressure. The players immediately start pushing in one direction and don’t take the time to explore. This is different from having a goal slowly working towards it. It goes against an idea I cherish: players should be able to pick the risk/reward level on their own. This frees me as the dungeon designer from having to design encounters that match the party (challenge rating and all that). Players can gather information and decide for themselves if they are up for the challenge; or they run into situations that are bad and can attempt to retreat. All of this doesn’t work if the children have to be rescued today. Plus, if the players don’t complete the mission within the time limit, there are dire consequences – for these to make sense to the players, it must be apparent how they failed to meet the challenge, that it would have been possible if only … without this knowledge, it all becomes arbitrary. Of course this can all be summed up as “bad design” because it works in a commercial Pathfinder and D&D 3+ game. Challenge ratings and all the assumptions that go with it help make sure that it works. So how to save the situation? I assume the players don't mind either way. We're all experienced gamers. This is just me overthinking things. I can invent "missing ingredients" as @phf@tabletop.social suggested or some other plot delay; or I can kill the children and say that true heroes would have pushed ahead and died trying… That's probably frustrating. Or something else entirely. Hm. Gotta think of something. Spoilers! The kobolds offer to let the children go in exchange for something? At first, something outrageous, later, just to be able to leave? Now I remember having mentioned this before. For example: > I just need to avoid the time pressure of impending doom that pulls > players onto rails even if they’d prefer not to. -- 2011-04-28 My > Sandbox Starts With A Mission #RPG