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9 Things "Pro" DMs Do That You shouldn't
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<blockquote data-quote="Composer99" data-source="post: 8647363" data-attributes="member: 7030042"><p>I've seen a few combats on Critical Role run for an hour, hour-and-a-half that feel longer, especially towards the tail end once it's clear the player characters are winning. Dunno about three-hour-long combats.</p><p></p><p>[HR][/HR]</p><p>Not a direct reply to the above:</p><p></p><p>I'm inclined to say that Critical Role and such shows are an odd mixture of actual gameplay and audience-targeted narrative. There have been a few fights, for instance, that weren't very exciting to watch (from an audience perspective) that the players seemed to be enjoying. So they're not <em>exactly</em> shows meant for audience entertainment, but they certainly aren't home games, and DMs should be careful about what lessons to draw from them.</p></blockquote><p></p>
[QUOTE="Composer99, post: 8647363, member: 7030042"] I've seen a few combats on Critical Role run for an hour, hour-and-a-half that feel longer, especially towards the tail end once it's clear the player characters are winning. Dunno about three-hour-long combats. [HR][/HR] Not a direct reply to the above: I'm inclined to say that Critical Role and such shows are an odd mixture of actual gameplay and audience-targeted narrative. There have been a few fights, for instance, that weren't very exciting to watch (from an audience perspective) that the players seemed to be enjoying. So they're not [I]exactly[/I] shows meant for audience entertainment, but they certainly aren't home games, and DMs should be careful about what lessons to draw from them. [/QUOTE]
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9 Things "Pro" DMs Do That You shouldn't
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