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<blockquote data-quote="Krensky" data-source="post: 4865432" data-attributes="member: 30936"><p>Assuming there's a reason and doing so drives forward the character's story (not my story, the characters story) it's all fine and good. When it devolves to the whole damn night and ignores several clues that there's nothing here? It's time to move on.</p><p></p><p>That doesn't mean go kill things. I'm currently running a game where the PCs carry millions of dollars in military equipment and enough firepower to level decent sized town and are currently at war. Last session involved a running gun battle after a meeting with an intel asset behind enemy lines went bad (the npc flubbed her checks while flirting with the bad guy questioning her). The three sessions before that dealt with they doing training evolutions, grabbing some R&R, soaking up local color, and, for two of them, spending time with their families over Thanksgiving. No combat at all. Well, some verbal combat between the psyop officer and his estranged son, but I doubt that counts. Twelve hours in play covering about a week, all social and non-combat encounters. All fun because it all drove the character's story and development forward. Doing something does not mean vombat, and while the phrase "kick in the door" comes from an author who meant it literally, it can be applied far more figuratively. If things stagnated another team might show up and challenge them to paintball, or a drinking contest, or play a prank on them, or even make a few joking comments regarding a fumble by one of the PCs from an earlier op.</p><p></p><p>Stagnation is bad, and once the GM has said: "The patrons don't know anything else", "The waitress slaps you" or "The waitress gives you her number", and "The bartender is refusing to serve you because you're obviously drunk" it's time to move onto something else. That might be (and given those answers, probably should be) the hangover the next morning, but it could be anything as long as it moves the character's story along.</p></blockquote><p></p>
[QUOTE="Krensky, post: 4865432, member: 30936"] Assuming there's a reason and doing so drives forward the character's story (not my story, the characters story) it's all fine and good. When it devolves to the whole damn night and ignores several clues that there's nothing here? It's time to move on. That doesn't mean go kill things. I'm currently running a game where the PCs carry millions of dollars in military equipment and enough firepower to level decent sized town and are currently at war. Last session involved a running gun battle after a meeting with an intel asset behind enemy lines went bad (the npc flubbed her checks while flirting with the bad guy questioning her). The three sessions before that dealt with they doing training evolutions, grabbing some R&R, soaking up local color, and, for two of them, spending time with their families over Thanksgiving. No combat at all. Well, some verbal combat between the psyop officer and his estranged son, but I doubt that counts. Twelve hours in play covering about a week, all social and non-combat encounters. All fun because it all drove the character's story and development forward. Doing something does not mean vombat, and while the phrase "kick in the door" comes from an author who meant it literally, it can be applied far more figuratively. If things stagnated another team might show up and challenge them to paintball, or a drinking contest, or play a prank on them, or even make a few joking comments regarding a fumble by one of the PCs from an earlier op. Stagnation is bad, and once the GM has said: "The patrons don't know anything else", "The waitress slaps you" or "The waitress gives you her number", and "The bartender is refusing to serve you because you're obviously drunk" it's time to move onto something else. That might be (and given those answers, probably should be) the hangover the next morning, but it could be anything as long as it moves the character's story along. [/QUOTE]
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