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<blockquote data-quote="perrinmiller" data-source="post: 5791638" data-attributes="member: 88649"><p>[sblock=ooc]</p><p>Personally, I would not have wrapped up an adventure on the same post as the results of the last sword stroke. </p><p></p><p>Jkason is exactly right, he had not had a chance to even react to the conclusion of combat yet and WHAM! Adventure's over and thanks for playing. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> The fact that no one even objected to such says something for some of the players and their importance on actual role-playing vs. roll-playing. To each his own.</p><p></p><p>As a very casual observer, I thought the game went at a break neck speed for PbP. I will use the last scene as an example of what could have been done to potentially make the experience more enjoyable. It is possible that these ideas could have been applied better throughout.</p><p></p><p>-----------------</p><p>I would have concluded combat, let everyone have a chance to post and interact with each other having just finished doing something. ie. back slapping and healing. DM updates with results and provides descriptions of what people see as they look around (even if they don't say they are looking) since they first saw the room occupied by critters and were too distracted for sightseeing.</p><p></p><p>Then you could interact with the scenery, ie. search the remains and identify the items you found. DM updating with results of their actions, providing treasure and such.</p><p></p><p>Then you could have decided that "hey, it looks like we are done" and exited, the DM advancing the scene to have the guard show up. Perhaps some NPC interaction, maybe. "Hey what are you tomb robbers doing?" "Nothing, sir. Just stopping the undead from escaping." Then ultimately they get the finale interaction with the Captain of the guard and some explanations of things.</p><p>-------------</p><p>So, that would have likely taken about 1-2 weeks, maybe more if character interact with each other. And Maui could have reached level 2. I don't see that as just soaking up TBX/TBG, but actually role-playing. Afterall that is what this game is, it ain't no board game. </p><p></p><p>If you just rush from encounter to encounter, then you probably get no sense of scenery or interaction with the plot.[/sblock][OOC]Final numbers match my calculations. They are good to go. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />[/OOC]</p></blockquote><p></p>
[QUOTE="perrinmiller, post: 5791638, member: 88649"] [sblock=ooc] Personally, I would not have wrapped up an adventure on the same post as the results of the last sword stroke. Jkason is exactly right, he had not had a chance to even react to the conclusion of combat yet and WHAM! Adventure's over and thanks for playing. ;) The fact that no one even objected to such says something for some of the players and their importance on actual role-playing vs. roll-playing. To each his own. As a very casual observer, I thought the game went at a break neck speed for PbP. I will use the last scene as an example of what could have been done to potentially make the experience more enjoyable. It is possible that these ideas could have been applied better throughout. ----------------- I would have concluded combat, let everyone have a chance to post and interact with each other having just finished doing something. ie. back slapping and healing. DM updates with results and provides descriptions of what people see as they look around (even if they don't say they are looking) since they first saw the room occupied by critters and were too distracted for sightseeing. Then you could interact with the scenery, ie. search the remains and identify the items you found. DM updating with results of their actions, providing treasure and such. Then you could have decided that "hey, it looks like we are done" and exited, the DM advancing the scene to have the guard show up. Perhaps some NPC interaction, maybe. "Hey what are you tomb robbers doing?" "Nothing, sir. Just stopping the undead from escaping." Then ultimately they get the finale interaction with the Captain of the guard and some explanations of things. ------------- So, that would have likely taken about 1-2 weeks, maybe more if character interact with each other. And Maui could have reached level 2. I don't see that as just soaking up TBX/TBG, but actually role-playing. Afterall that is what this game is, it ain't no board game. If you just rush from encounter to encounter, then you probably get no sense of scenery or interaction with the plot.[/sblock][OOC]Final numbers match my calculations. They are good to go. :)[/OOC] [/QUOTE]
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