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<blockquote data-quote="hawkeyefan" data-source="post: 8671597" data-attributes="member: 6785785"><p>I think there’s a balance to be found with this part of the game. Everyone’s tastes will vary a bit of course, but I think you have to allow for those wandering moments here and there. They can unexpectedly lead to interesting places, and when they do, that’s awesome.</p><p></p><p>But, at the same time, keeping things moving, maintaining a sense of momentum, is important. If we’re trying to continually present interesting choices to the players… which I read more as meaningful choices… then allowing things to get sidetracked by something that’s ultimately nothing but color is probably not a good idea.</p><p></p><p>I’m probably a bit more ruthless about that than I maybe should be. Years of games with meaningless chatter with merchants and innkeepers and the like has hardened my heart in this regard, and I tend to break out the “wrap it up” gestures pretty quickly.</p><p></p><p>I probably need to relax my impulse and let some scenes breathe a bit. See if they’ll actually go somewhere interesting/meaningful. Whatever may be gained in those scenes is something that a GM can use. I think it’s a bad idea to constantly punish players for what’s revealed in those scenes, though.</p><p></p><p>So I think you need to allow for those moments, but you also need to be ready to reel it in if nothing meaningful seems to be coming from it. And you need to temper how you incorporate the details of such scenes into play.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8671597, member: 6785785"] I think there’s a balance to be found with this part of the game. Everyone’s tastes will vary a bit of course, but I think you have to allow for those wandering moments here and there. They can unexpectedly lead to interesting places, and when they do, that’s awesome. But, at the same time, keeping things moving, maintaining a sense of momentum, is important. If we’re trying to continually present interesting choices to the players… which I read more as meaningful choices… then allowing things to get sidetracked by something that’s ultimately nothing but color is probably not a good idea. I’m probably a bit more ruthless about that than I maybe should be. Years of games with meaningless chatter with merchants and innkeepers and the like has hardened my heart in this regard, and I tend to break out the “wrap it up” gestures pretty quickly. I probably need to relax my impulse and let some scenes breathe a bit. See if they’ll actually go somewhere interesting/meaningful. Whatever may be gained in those scenes is something that a GM can use. I think it’s a bad idea to constantly punish players for what’s revealed in those scenes, though. So I think you need to allow for those moments, but you also need to be ready to reel it in if nothing meaningful seems to be coming from it. And you need to temper how you incorporate the details of such scenes into play. [/QUOTE]
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