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General Tabletop Discussion
*TTRPGs General
Combat length and Adventure pacing
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<blockquote data-quote="RangerWickett" data-source="post: 5117735" data-attributes="member: 63"><p>For me, an ideal game session would be 5 hours long, and would cover 1/2 or 1/3 of what I think of as an 'adventure.' It would start with catching up, then we'd present a goal, the group would roleplay and explore toward that goal, and there would be one combat of note. There might occasionally be a less important fight, but typically the other side will give up or flee when they're bloodied, because there's no point to keeping on fighting.</p><p></p><p>If I were to write an adventure for publication, if it's a short adventure, it would only have 1 significant combat encounter, and maybe a 2nd less important one. If I wanted a normal length adventure, maybe there'd be 3 significant combats. And if I was doing a part of an adventure path that was supposed to advance the group 3 levels, I'd have maybe 5.</p><p></p><p>From what I've seen of WotC adventure paths in 4e, though, they tend to have 10 or 20 combats per module, which is just ridiculous to me. Throwaway combat works in video games because you can get through it in a minute or two, but even devoting 15 minutes to a narratively unimportant battle would be a major waste, in my opinion.</p><p></p><p>I prefer to condense my combats. Have 1 a session, and make it matter -- to the plot, to the character's goals, and to the player's emotions.</p><p></p><p>Tonight, for instance, the PCs in my group are going to be fighting an ogre and his posse for control of a third of his tribe. The rest of the session, I suspect, will just be roleplay and some skill checks, so I'm making sure the combat has plenty of zing to it. If I had to prep 4 combats, I'd expect all of them would be kinda boring.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5117735, member: 63"] For me, an ideal game session would be 5 hours long, and would cover 1/2 or 1/3 of what I think of as an 'adventure.' It would start with catching up, then we'd present a goal, the group would roleplay and explore toward that goal, and there would be one combat of note. There might occasionally be a less important fight, but typically the other side will give up or flee when they're bloodied, because there's no point to keeping on fighting. If I were to write an adventure for publication, if it's a short adventure, it would only have 1 significant combat encounter, and maybe a 2nd less important one. If I wanted a normal length adventure, maybe there'd be 3 significant combats. And if I was doing a part of an adventure path that was supposed to advance the group 3 levels, I'd have maybe 5. From what I've seen of WotC adventure paths in 4e, though, they tend to have 10 or 20 combats per module, which is just ridiculous to me. Throwaway combat works in video games because you can get through it in a minute or two, but even devoting 15 minutes to a narratively unimportant battle would be a major waste, in my opinion. I prefer to condense my combats. Have 1 a session, and make it matter -- to the plot, to the character's goals, and to the player's emotions. Tonight, for instance, the PCs in my group are going to be fighting an ogre and his posse for control of a third of his tribe. The rest of the session, I suspect, will just be roleplay and some skill checks, so I'm making sure the combat has plenty of zing to it. If I had to prep 4 combats, I'd expect all of them would be kinda boring. [/QUOTE]
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