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6/27/2025, 7:03:26 AM
I've yet to deal with a timer in an RPG that was so inconvenient I had to radically change my playstyle or complete the urgent quest at breakneck speeds. I find a timer less intrusive than time linked quests. Meaning doing Quest A will trigger an automatic failure for Quest B because "You only have time to do one" I think you should have time to do both. If a town is getting besieged and you rescue a Caravan in one afternoon how is the town already fully taken over with everyone dead in the span of an afternoon. I find that much more immersion breaking than a timer.
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