"Time limits" (or to more properly call them, "timed restrictions") if generous enough to not force a player to skip content can make a game of this kind.

One of my favorite examples (and one i already mentioned countless times in other threads, but redundancy is a bit of a second nature of every forum) is the first act of Pathfinder Kingmaker: you have a "soft" deadline of a month to accomplish the first major goal (getting rid of a Baron Robber) and a hard deadline of three months.

Achieving the first is reasonably challenging but it's entirely possible while still completing 100% of the content if you travel light and avoid resting TOO often. But accomplishing this goal rewards you with the best magic sword up to that point into the game.
Achieving the second is trivial. You'd have to go out of your way to waste entire weeks in the most unproductive way to not get rid of the first minor villain by three months.

It's a simple mechanic, but it manages to achieve several goals:
- it gives MEANING to the rest and encumbrance systems rather than making them just a negligible minor annoyance.
- It gives a reasonable sense of urgency while being more than forgiving enough to not rush the player too much.
- It offer an optional additional challenge if you want to go for the "hard goal" and it rewards you appropriately for it.
- It surely as fuck makes a lot more sense and offers more internal consistency than the trite "You have to hurry, it's NOW OR NEVER" only to follow with "Lul, just kidding. Take all the time you want".

It's also a mechanic that works exceptionally well when it comes to secondary, optional goals. At very least in terms of having less people bitch and moan about it on mere principle of "I don't like being rushed" (when in reality they haven't been rushed at all, just asked to not spam a long rest every two goblins and cobolds).

Last edited by Tuco; 21/04/21 09:51 AM.