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A hundred paces down the dark tunnel, you see dozens of goblins dancing round a fire and singing about eating anything that moves.
At this point the crew begin to plot.
These plans form the in-breath of the game, and it executes on the out-breath.
Violating these plans because âthe book has no rules for thatâ tells the players to stop their planning, and focus on the rules. If players learn that they cannot form a shield wall and use spears from behind it, they lose a plan to bad rules.
If everyone in the game moves at the same rate, nobody could possibly taunt the goblins and run away faster than they can catch up.
If the goblins get to the party in 2 rounds, theyâll wonder what happened to â100 pacesâ. It sounds like they can run 50 man-sized steps in about the time it takes to load a bow and fire.
While people will excuse bad rules by saying rules canât cover everything, rather a lot of game rules really do cover this scenario just fine. They cover these scenarios by giving general rules about things that genre represents. (clearly, if you canât represent your finance scheme properly in D&D, itâs because youâre D&Dâing wrong.)
So long as characters can run away faster than the goblins, a multitude of plans work fine. So long as the game has a realistic relation between âmetres run per minuteâ, and âarrows loosed per minuteâ, then anything involving those two should have a roughly realistic outcome.