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Phoenix wrote:my first thought is to figure out (roughly) how long the time is (for argument, we'll say 4 hours). Then take a look at you map and divide it into 'quarters'. As the get to a certain room or corridor, you can announce that the heroes have 3 hours remaining. the next section of the board is reached and "you have two hours remaining", etc.
Depending on your time scale, when the get into the last quarter of the board, you can make mini-announcements, 15 minutes, 10 minutes, 5 minutes, etc.
Alternatively, in the last 'quarter' of the board, instead of 'time', you could then suggest that they have XX number of rounds to complete their task.
Not neccessarily a perfect system, but something...









Phoenix wrote:my first thought is to figure out (roughly) how long the time is (for argument, we'll say 4 hours). Then take a look at you map and divide it into 'quarters'. As the get to a certain room or corridor, you can announce that the heroes have 3 hours remaining. the next section of the board is reached and "you have two hours remaining", etc.
Alternatively, in the last 'quarter' of the board, instead of 'time', you could then suggest that they have XX number of rounds to complete their task.
Phoenix wrote:...also too, it might not be a bad idea to take a dry run through and see how "long" it will take and how plausible it is. Make sure and make it a tight window (if you're a mean GM, such as myself) so that they don't get side-tracked and start searching for treasure (as greedy players have a tendancy to do).
(Which on a side note, is a little outside the realm of the game, because they're supposed to stay focused due to the time limit)
Phoenix wrote:another alternative i thought of would be to use the number of monsters (as opposed to rooms/corridors) as your primarily calculating number.
Say 20 monsters originally intended? then when the get to five (or whatever) then the clock REALLY starts ticking......




= one hit
= one hit & pushback
= cancels one hit



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