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Really its rather minor, but it might result in a slightly more difficult fight. In tabletop, that sword is terrifying.
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Another borked game design then as once you have an advisor doing a tasked they can't be retasked so if you tasked an advisor before you left to deal with the barbarian crisis you might fail as some tasks are nearly a month long in themselves.
It's almost like not taking care of things has long-term consequences. SHOCK.
Play a tabletop game. See how long the DM lets you screw around before the evil necromancer unleashes his zombie hoard on the unsuspecting populace.
The time limit is part of the design. It's there to add a sense of agency to your choices. If you want a game where you can mess around in the countryside for years without anything of importance happening because your enemies were politely waiting for you, go play Skyrim.
What I mind is unwritten timers.
No I am in the tomb but stuck. Went all the way to the second floor where those fireball traps are but couldn't progress as all doors are locked.
The more you progress in the game, the more things get out of hand or do not work.
It's not like you know in pnp how much time you have. Just have to go with your gut, and try to hurry if it seems urgent.
In PnP, you can always ask for more info, check if you understood things well etc. You can negociate. You have all the options your creativity allows you.
In video games, you need ooc info, like timers.
If your DM is telling you exactly how long you have to mess around before the necromancer unleashes his zombie hoard, s/he's holding your hand. That's metagaming knowledge that your characters wouldn't reasonably have access to without just going to the necromancer's tower and sorting the problem out first hand.