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<blockquote data-quote="pemerton" data-source="post: 5984224" data-attributes="member: 42582"><p>Once again we have different views! When I look at rulebooks like the Burning Wheel Adventure Burner, or the guidelines on scene-framing and adjudication in Maelstrom Storytelling, or the way the Pass/Fail cycle works in HeroQuest revised, and I then compare them to even the best that D&D has offered (eg the 4e DMG2) I want to cry. WotC falls so short of the mark!</p><p></p><p>Of course guidelines aren't all that's needed. The action resolution mechanics of the game have a huge impact on pacing, and should be designed (in my view) with some pacing ideals in mind. But the game rules can also usefully tell the players of the game how the designers envisage it being used, in respect of pacing and balance as well as other obviously salient facets of playing a fantasy adventure RPG.</p><p></p><p>Nothing has helped me develop pacing techniques - and especially techniques that don't rely simply on GM force or fiat - as much as reading good discussions of how particular mechanics and techniques can be used for particular pacing outcomes, and then implementing those techniques and mechanics in my own game.</p><p></p><p>I agree with the first para. And the second para fits my experience.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5984224, member: 42582"] Once again we have different views! When I look at rulebooks like the Burning Wheel Adventure Burner, or the guidelines on scene-framing and adjudication in Maelstrom Storytelling, or the way the Pass/Fail cycle works in HeroQuest revised, and I then compare them to even the best that D&D has offered (eg the 4e DMG2) I want to cry. WotC falls so short of the mark! Of course guidelines aren't all that's needed. The action resolution mechanics of the game have a huge impact on pacing, and should be designed (in my view) with some pacing ideals in mind. But the game rules can also usefully tell the players of the game how the designers envisage it being used, in respect of pacing and balance as well as other obviously salient facets of playing a fantasy adventure RPG. Nothing has helped me develop pacing techniques - and especially techniques that don't rely simply on GM force or fiat - as much as reading good discussions of how particular mechanics and techniques can be used for particular pacing outcomes, and then implementing those techniques and mechanics in my own game. I agree with the first para. And the second para fits my experience. [/QUOTE]
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