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Flow, Pacing, and Gaming
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<blockquote data-quote="Flynn" data-source="post: 3641507" data-attributes="member: 1836"><p>Combat tends to pull me out of my pacing, particularly if someone involved isn't interested enough in the game or in the system to consider their actions before their turn comes around. Combat can be very good at keeping the tension high, so long as the players and DM are involved. As soon as one person interrupts the flow of the scene because they weren't prepared for their turn, the momentum tends to die out.</p><p></p><p>I don't know how to fix this, but I've heard lots of suggestions. The game needs conflict, just like any story, but participants should be prepared. (That includes the DM as well, so I'm not singling anyone out in particular, in case one of my players happens to read this thread).</p><p></p><p>That's where I see the greatest obstacle to pacing and the flow of game.</p><p></p><p>With Regards,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 3641507, member: 1836"] Combat tends to pull me out of my pacing, particularly if someone involved isn't interested enough in the game or in the system to consider their actions before their turn comes around. Combat can be very good at keeping the tension high, so long as the players and DM are involved. As soon as one person interrupts the flow of the scene because they weren't prepared for their turn, the momentum tends to die out. I don't know how to fix this, but I've heard lots of suggestions. The game needs conflict, just like any story, but participants should be prepared. (That includes the DM as well, so I'm not singling anyone out in particular, in case one of my players happens to read this thread). That's where I see the greatest obstacle to pacing and the flow of game. With Regards, Flynn [/QUOTE]
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