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13th Age pros and cons?
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<blockquote data-quote="demoss" data-source="post: 6255130" data-attributes="member: 6690191"><p>Eh, I wasn't quite clear. I think 30min is fine for a long drawn out combat, and that was my experience for the dungeon crawl I ran two years back. Our 13th Age combats have taken at least couple of hours each. (Many of them have been double-strength battles, though, but still...)</p><p> </p><p>My impression is that this is <em>not typical</em>, though.</p><p></p><p>In addition to the slight fumbling and requests from clarification coming from now having all rules quite down yet (say 30minutes of that max per battle), the biggest timesink seems to be that</p><p></p><p>1) everyone is <em>incredibly engaged with the fiction</em>, leading to more verbose descriptions than usual</p><p></p><p>2) that in turn feeds into asides about the situation</p><p></p><p>=> turn that could be over in 10 seconds can easily end up taking a couple of minutes.</p><p></p><p>This is a bit of a conundrum, really. In my experience when fights drag everyone is unhappy. Here it's not that they drag as such: they're just take a long time. Yesterday when I muttered something after the game about the fight having taken way too long my players said something to the tune of "...maybe, but it was <em>a great fight!"</em></p><p></p><p>The rules handling is fast. I have zero issue with that. The complexity hasn't been that bad either; none of the environments have been entirely featureless, but nothing overly hairy and the typically there has been only two types of opponents in each fight.</p><p></p><p>I'm trying to figure out a way to bring up the pace a bit without impacting on the fun and awesome, because I'd really like to be able to include more non-combat stuff in a session. (Thanks for the tip on the timer!)</p></blockquote><p></p>
[QUOTE="demoss, post: 6255130, member: 6690191"] Eh, I wasn't quite clear. I think 30min is fine for a long drawn out combat, and that was my experience for the dungeon crawl I ran two years back. Our 13th Age combats have taken at least couple of hours each. (Many of them have been double-strength battles, though, but still...) My impression is that this is [I]not typical[/I], though. In addition to the slight fumbling and requests from clarification coming from now having all rules quite down yet (say 30minutes of that max per battle), the biggest timesink seems to be that 1) everyone is [I]incredibly engaged with the fiction[/I], leading to more verbose descriptions than usual 2) that in turn feeds into asides about the situation => turn that could be over in 10 seconds can easily end up taking a couple of minutes. This is a bit of a conundrum, really. In my experience when fights drag everyone is unhappy. Here it's not that they drag as such: they're just take a long time. Yesterday when I muttered something after the game about the fight having taken way too long my players said something to the tune of "...maybe, but it was [I]a great fight!"[/I] The rules handling is fast. I have zero issue with that. The complexity hasn't been that bad either; none of the environments have been entirely featureless, but nothing overly hairy and the typically there has been only two types of opponents in each fight. I'm trying to figure out a way to bring up the pace a bit without impacting on the fun and awesome, because I'd really like to be able to include more non-combat stuff in a session. (Thanks for the tip on the timer!) [/QUOTE]
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