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8 minutes/turn - is that very slow? slow? average?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6118186" data-attributes="member: 82106"><p>I used to go with all sorts of aids and whatnot, markers and cards and etc etc etc. Now I just have a pencil and lots of blank paper. Forward velocity is the key element. I make the players all track everything that impacts them in a positive way, if they have a buff or another pc gives a buff for some reason, they know to call it out when it comes into play. likewise for debuffs that help them, they need to call them out. We don't go back for some missed reaction or whatever, we just go forward. </p><p></p><p>MOSTLY though the forward momentum is in terms of narrative and plot. If things EVER start to get slow or dull, then something new happens. The situation gets resolved somehow or changes or a new threat appears, or whatever. The deadly part is that glassy-eyed state that could set in, even with 1 minute turns per player 45 minutes into a fight that still has 20 minutes to go and you know one way or another you're going to win and not much is really happening. The thing is in that situation the players start getting wrapped up in resource management and such, which is OK, but too much of it is just deadly. </p><p></p><p>Keep it new, keep it fresh, extemporize, create plot twists, disasters, etc. Once I had a boring bit where a party was slugging it out with an elite bad guy in the top of a tower. So I had the tower collapse. All of a sudden it went from "there are going to be 4 more rounds of this guy all surrounded and slugging it out" to "oh crum! We gotta run! Don't let that guy get away! No no watch out for that falling block of... oh ouch!" Clearly that's a strong reaction, clearly collapsing the dungeon on a fight isn't going to work every time, but you CAN find a lot of variations of that, plus maybe just having surrenders, a few 'early deaths', some "reinforcements arrived!" (maybe they're just some minions but they can spice things up) or the enemy retreats, the party discovers a need to hurry on to elsewhere and breaks off, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6118186, member: 82106"] I used to go with all sorts of aids and whatnot, markers and cards and etc etc etc. Now I just have a pencil and lots of blank paper. Forward velocity is the key element. I make the players all track everything that impacts them in a positive way, if they have a buff or another pc gives a buff for some reason, they know to call it out when it comes into play. likewise for debuffs that help them, they need to call them out. We don't go back for some missed reaction or whatever, we just go forward. MOSTLY though the forward momentum is in terms of narrative and plot. If things EVER start to get slow or dull, then something new happens. The situation gets resolved somehow or changes or a new threat appears, or whatever. The deadly part is that glassy-eyed state that could set in, even with 1 minute turns per player 45 minutes into a fight that still has 20 minutes to go and you know one way or another you're going to win and not much is really happening. The thing is in that situation the players start getting wrapped up in resource management and such, which is OK, but too much of it is just deadly. Keep it new, keep it fresh, extemporize, create plot twists, disasters, etc. Once I had a boring bit where a party was slugging it out with an elite bad guy in the top of a tower. So I had the tower collapse. All of a sudden it went from "there are going to be 4 more rounds of this guy all surrounded and slugging it out" to "oh crum! We gotta run! Don't let that guy get away! No no watch out for that falling block of... oh ouch!" Clearly that's a strong reaction, clearly collapsing the dungeon on a fight isn't going to work every time, but you CAN find a lot of variations of that, plus maybe just having surrenders, a few 'early deaths', some "reinforcements arrived!" (maybe they're just some minions but they can spice things up) or the enemy retreats, the party discovers a need to hurry on to elsewhere and breaks off, etc. [/QUOTE]
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8 minutes/turn - is that very slow? slow? average?
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