MRY
Wormwood Studios
I think the hardest thing is to figure out how to convey the time limit to the player in a way that neither (1) discourages fun ways of engaging with the game nor (2) encourages save-scumming as a way of minimizing the passage of time. Both of these are real problems. If you tell the player he has X days, and exploring the world takes time, players will either not explore (unlikely) or will save scum until they find an optimally efficient way of exploring. If the time limit is balanced for non-degenerate gameplay, then it will wind up being trivial when players save scum. And if the game is balanced based on the assumption that players will forgo content because of time pressure, then save scumming will also break the game's core balance by overpowering the character.
I am not entirely sure how to fix this beyond rogue-like iron man rules.
Having ways of extending the time limit strikes me as almost always a good idea. Two of the most satisfying things I can remember in RPGs were when I extended the time limit in FO by buying a water supply for the Vault (thus triggering its own set of issues) and when I slowed down the Kohr-Ah by sending aliens to go stand in their path.
I am not entirely sure how to fix this beyond rogue-like iron man rules.
Having ways of extending the time limit strikes me as almost always a good idea. Two of the most satisfying things I can remember in RPGs were when I extended the time limit in FO by buying a water supply for the Vault (thus triggering its own set of issues) and when I slowed down the Kohr-Ah by sending aliens to go stand in their path.