"Focus on shorter games"? I'm excited

The importance of combat or non-combat things should depend on the campaign. I DO NOT want to see rules that say "combat should take 5 minutes, exploration should take 20 and social 30." That is the rules telling me how to run my game, and that's not what I'm looking for in well, any game.

Too bad that this is exactly what will happen.
It is impossible to design a game without some expectation of how it is played.
And as it is D&D the focus will be combat.
 

log in or register to remove this ad

Having slimed through the thread (it's midnight I'm tired) all I got to say is that for me shorter games is not about advancing the character faster, it's about being able to finish an advanture or a medium to a large chunk of one in a session, instead of one encounter, currently in our 4e game we are playing at a rate of one encounter per session, I don't even remember why our character are fighting!!! (beside fillin the quata that the DM got for us leveling up).

As time goes on mt skald dream of opening an opera house in Tyr seems more and more like a pipe dream simply because at our current rate it will take us another three months (irl) just to get there...

My ideal setting will be one that will move the story of the game forward, having to wast time on a combat with 6 desert lizards because the game is encounter based drive me nuts.

Warder
 

I have noticed games get longer as combat and tactics became more focussed on, first in third, and then magnified in 4th.

I think "overpowering the guards" to continue on with an adventure should take 1 - 5 minutes of game time. Sadly in my fourth sessions they were starting to take 20 -25 minutes. And with a lot of focus on combat powers and abilities it becomes harder for a DM to modify/handwave. I wouldnt know how to begin playing without a grid in that system for example.

So I prefer quick fighting options.
 

As time goes on mt skald dream of opening an opera house in Tyr seems more and more like a pipe dream simply because at our current rate it will take us another three months (irl) just to get there...
That's just a matter of perspective. To me, three real-life months is trivial when looked at in the big picture of a 5-10+ year campaign.

Lanefan
 

Well the problem is that after a couple of RL time but only a couple of days of game time no one remember what the hell we wanted to do... And I envy you your 5-10 years campaigns, longest I've been in was one year and that was roughly one month of game time :/

Warder
 

I also believe they are not talking about levelling faster, or combats being 2 rounds or what have you, but, as others have said, getting more done in a session (I ran an 8-hour 4th Ed session, and we barley squeezed in 2 combats on top of the interaction/exploration action).
 

As time goes on mt skald dream of opening an opera house in Tyr seems more and more like a pipe dream simply because at our current rate it will take us another three months (irl) just to get there...

longest I've been in was one year and that was roughly one month of game time
Any objective that can be realized quickly isn't a dream -- it's a task. I don't think spending a quarter of the campaign striving for something meaningful is inappropriate.

Most of my time is spent behind the screen, but the most rewarding "reveals" I've had have always been over the long game, even in college where a campaign pretty much had to finish in 8-10 months.
 

I only really want faster combat. As long as my group decides to play 5e, I'll play, too, but I'd rather not come home after every session with even more resolve to never actually purchase any of the game materials. There was a time that I liked D&D, but now it is just that game that I play because the group plays...a good way to spend four hours...hoping to get two combats in, instead of just one.

That's the only real hope that I have for 5e, because I don't see D&D ever becoming my go-to game to run. I just want to be able to enjoy it while playing. :)
 

I no longer have the patience for campaigns, they sound good when you (or your GM) thinks them up, but then they can seem to not be progressing when they're actually in motion. So in some ways this will be a good thing, as I prefer mini-arcs (a handful of months to a real time year of loosely connected adventure hooks). But if it goes "focus on the advancement", then I don't like it as much.
 

Remove ads

Top