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Gaming Efficiency: do you get a lot done in a session
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<blockquote data-quote="steeldragons" data-source="post: 5824827" data-attributes="member: 92511"><p>I was going to multi-quote people and agree with this and that.</p><p></p><p>But really, it's all been said. I'd be quoting pieces of everyone! lol.</p><p></p><p>Depends on the group, the playstyle preference, the DM, the weather and the moon.</p><p></p><p>There've been sessions that fly by with tons of action. Sessions that fly by with a single combat or challenge! Sessions that fly by with tons of RPing around the town/tavern/marketplace. Sessions that get bogged down in trivialities...but the players are really into it, not matter how much I want to get to the evil demon sacrificing the prince on a pile of treasure 50 feet down the next corridor.</p><p></p><p>Sessions that simply go nowhere because before we know it, 3 hours have gone by before we pick up any dice while we discuss our lives, philosophy, what happened last session, alignment definitions, what we had for lunch, you name it...and at the end of the session, "Well, that was great. We had one battle and moved two rooms further in the dungeon. See ya next week."</p><p></p><p>But everyone had "fun". And at the end of the [session] day, that's really all anybody wants or could ask for. [EDITTING clarification: "...anybody<em> I would want to be playing with/have in my group</em> wants..." /EDIT]</p><p></p><p>Now, if those "getting nowhere" sessions start becoming too-often-repeated...people generally know/"get it" and realize the fun is slipping and we get back on track. If last session was 95% RPing in the marketplace or talking to this particular NPC, then we're most likely "handwaving the rest of that afternoon", summing up what happened in two sentences and jumping into the next chapter/scene "later that evening...".</p><p></p><p>It's really just a matter of what the people in the group are looking for/to do with that session. There's really no "formula" for speeding up the game in a reliable/measurable way that is comparable to a computer game. These are free-willed human beings we're [personally/directly] interacting with.</p><p></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5824827, member: 92511"] I was going to multi-quote people and agree with this and that. But really, it's all been said. I'd be quoting pieces of everyone! lol. Depends on the group, the playstyle preference, the DM, the weather and the moon. There've been sessions that fly by with tons of action. Sessions that fly by with a single combat or challenge! Sessions that fly by with tons of RPing around the town/tavern/marketplace. Sessions that get bogged down in trivialities...but the players are really into it, not matter how much I want to get to the evil demon sacrificing the prince on a pile of treasure 50 feet down the next corridor. Sessions that simply go nowhere because before we know it, 3 hours have gone by before we pick up any dice while we discuss our lives, philosophy, what happened last session, alignment definitions, what we had for lunch, you name it...and at the end of the session, "Well, that was great. We had one battle and moved two rooms further in the dungeon. See ya next week." But everyone had "fun". And at the end of the [session] day, that's really all anybody wants or could ask for. [EDITTING clarification: "...anybody[I] I would want to be playing with/have in my group[/I] wants..." /EDIT] Now, if those "getting nowhere" sessions start becoming too-often-repeated...people generally know/"get it" and realize the fun is slipping and we get back on track. If last session was 95% RPing in the marketplace or talking to this particular NPC, then we're most likely "handwaving the rest of that afternoon", summing up what happened in two sentences and jumping into the next chapter/scene "later that evening...". It's really just a matter of what the people in the group are looking for/to do with that session. There's really no "formula" for speeding up the game in a reliable/measurable way that is comparable to a computer game. These are free-willed human beings we're [personally/directly] interacting with. --SD [/QUOTE]
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