Skyscraper
Adventurer
Thanks for yet more replies.
The cooperative storytelling is very appealing to me. I like games to include some rules in that respect, that goes beyond allowing rolling a die (which, to me, is not storytelling, it's rolling a die). So what is hinted at above allowing a player to trade icon points to add story elements to the game, if I understand correctly, is very interesting.
p.s.: I like the argument that "if your group is comprised of jerks, you won't like this game". I wonder who will react to that with "oh ok, let's forget about it then". Haha
What's this "let's play" element that you are hinting at in your article? Does it represent something in the game? Is it some sort of column within the book where the designers provide optional rules or other types of suggestions for adventure design or gameplay? Or something else? Or nothing?
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On quickness of combat: I have trouble reconciling that one person says that it takes 2 hours + for his battles (and he seems to have a similar group to mine), while others speak of 20 minutes. Do people that have 30 minute and less in most of their combats, take a leisurely approach to combat, full of jokes and potato chips? Or do they drive the game forward in a disciplined way where everyone is ready on their turn, the damage dice are rolled simultaneously with the to hit die, and the tone is generally serious (serious does not mean people dont have fun)? Do you use minis and battlemaps or not?
I'm sorry to bring this back and I don't want to beat on a dead horse, but I've most incredulously read so many 4E threads where speed of combat was discussed, and I couldn't believe my eyes when some people posted that their battles lasted 30-60 minutes, or even less. While mine were 2-3 hours. So I came to the conclusion that these people simply had a very disciplined approach to gaming, at least during combats, to conclude combat scenes with such celerity. There were many suggestions, from use of dry-erase boards to write initiative and conditions, to rolling damage at the same time as the attack, to having players prepare their turns while their predecessor was acting, to the DM outsoucring some of his tasks (e.g. initiative tracking, etc...), to introducing a strict approach during battles (no talking when not on your turn, ...), etc... Our group has tried to improve when we played 4E, but the best we could do was bring down battles from 3 to 2.5 hours and we simply didn't like to need to have that approach to be able to cut down on combat durationg, to in turn be able to do something else than combat during a given session. And I wont talk about the mega battles that took more than one session to conclude! Just your regular run-of-the-mill (Level+2) battle.
The cooperative storytelling is very appealing to me. I like games to include some rules in that respect, that goes beyond allowing rolling a die (which, to me, is not storytelling, it's rolling a die). So what is hinted at above allowing a player to trade icon points to add story elements to the game, if I understand correctly, is very interesting.
p.s.: I like the argument that "if your group is comprised of jerks, you won't like this game". I wonder who will react to that with "oh ok, let's forget about it then". Haha

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Pros: Shared Narrative
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I've found that the let's-play stuff does even more of this. Each player takes turns establishing part of a room that you want to use for a cool battle, or each player describes part of the party's progress through a dungeon (when you want to get through it quickly instead of charting each ten-foot step).
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Pros: Simple Enemies
Enemies use much more of their own AI to determine how they act, which lets me as the GM fling down a lot more enemies at once without bogging games down. Rather than having a lot of abilities, enemies usually have just one or two, plus other effects that automatically trigger in key circumstances. I've heard people complain about this making enemies too simple, but honestly, I can always complicate 'em if I want 'em. Starting them simple lets me add complication where I want it, like the designers do in their let's play adventures (where monsters use special abilities specifically where it's plot-important).
What's this "let's play" element that you are hinting at in your article? Does it represent something in the game? Is it some sort of column within the book where the designers provide optional rules or other types of suggestions for adventure design or gameplay? Or something else? Or nothing?
*************
On quickness of combat: I have trouble reconciling that one person says that it takes 2 hours + for his battles (and he seems to have a similar group to mine), while others speak of 20 minutes. Do people that have 30 minute and less in most of their combats, take a leisurely approach to combat, full of jokes and potato chips? Or do they drive the game forward in a disciplined way where everyone is ready on their turn, the damage dice are rolled simultaneously with the to hit die, and the tone is generally serious (serious does not mean people dont have fun)? Do you use minis and battlemaps or not?
I'm sorry to bring this back and I don't want to beat on a dead horse, but I've most incredulously read so many 4E threads where speed of combat was discussed, and I couldn't believe my eyes when some people posted that their battles lasted 30-60 minutes, or even less. While mine were 2-3 hours. So I came to the conclusion that these people simply had a very disciplined approach to gaming, at least during combats, to conclude combat scenes with such celerity. There were many suggestions, from use of dry-erase boards to write initiative and conditions, to rolling damage at the same time as the attack, to having players prepare their turns while their predecessor was acting, to the DM outsoucring some of his tasks (e.g. initiative tracking, etc...), to introducing a strict approach during battles (no talking when not on your turn, ...), etc... Our group has tried to improve when we played 4E, but the best we could do was bring down battles from 3 to 2.5 hours and we simply didn't like to need to have that approach to be able to cut down on combat durationg, to in turn be able to do something else than combat during a given session. And I wont talk about the mega battles that took more than one session to conclude! Just your regular run-of-the-mill (Level+2) battle.
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