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<blockquote data-quote="zakael19" data-source="post: 9892332" data-attributes="member: 7044099"><p>I think this is very much not borne out at <em>all </em>by the larger community. Without a feeling of loss being on the table (not <em>dying </em>but <em>losing), </em>the narrative you're making together starts to kinda have less impact. My players have absolutely highlighted the "highs" they feel when they pull out an arc-concluding fight by the skin of their teeth with people making death moves; or the sudden right turn into a really difficult fight resulting from their choices in the moment. The consequences in both of those would've been narrative in nature - you lose the fight, things happen. </p><p></p><p></p><p></p><p>We'll be at a year shortly, but that's somewhat meaningless since we could be playing once a month or weekly and have wildly different lengths. Instead, let me say that we're at something like 15 or 16 sessions for my in-person game and level 3. This is <em>easily </em>a system which supports the average WOTC AP length of 30-40 sessions. For my group, I anticipate at least 40+ sessions until we culminate the current narrative arc. They might be 7 or 8 by then?</p><p></p><p></p><p></p><p>Movement has a role: the game is pretty strict about how far you can move on a spotlight without having the chance to pass things back (and in the GM's case, period unless it's a solo). Secondary effects are all over the game, they're just hidden in domain cards or wrapped into the base two with the tacit understanding that when you get away from grid-based movement, does it really matter if you're Prone or Exposed or Flanked or whatever or can we just call all that Vulnerable and handle specific cases in the fiction? </p><p></p><p>I do actually wish there was a little more depth on the damage type sides than just magic/phy.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9892332, member: 7044099"] I think this is very much not borne out at [I]all [/I]by the larger community. Without a feeling of loss being on the table (not [I]dying [/I]but [I]losing), [/I]the narrative you're making together starts to kinda have less impact. My players have absolutely highlighted the "highs" they feel when they pull out an arc-concluding fight by the skin of their teeth with people making death moves; or the sudden right turn into a really difficult fight resulting from their choices in the moment. The consequences in both of those would've been narrative in nature - you lose the fight, things happen. We'll be at a year shortly, but that's somewhat meaningless since we could be playing once a month or weekly and have wildly different lengths. Instead, let me say that we're at something like 15 or 16 sessions for my in-person game and level 3. This is [I]easily [/I]a system which supports the average WOTC AP length of 30-40 sessions. For my group, I anticipate at least 40+ sessions until we culminate the current narrative arc. They might be 7 or 8 by then? Movement has a role: the game is pretty strict about how far you can move on a spotlight without having the chance to pass things back (and in the GM's case, period unless it's a solo). Secondary effects are all over the game, they're just hidden in domain cards or wrapped into the base two with the tacit understanding that when you get away from grid-based movement, does it really matter if you're Prone or Exposed or Flanked or whatever or can we just call all that Vulnerable and handle specific cases in the fiction? I do actually wish there was a little more depth on the damage type sides than just magic/phy. [/QUOTE]
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