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GM DESCRIPTION: NARRATION OR CONVERSATION?
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<blockquote data-quote="Bedrockgames" data-source="post: 7624552" data-attributes="member: 85555"><p>Pacing is something I don't even care about as a GM. I should say, dramatic pacing. I don't care for doing dramatic pacing. Obviously if everyone is twiddling their thumbs, I will try to keep the game moving. But I don't worry about pacing in terms of the flow of combat (i.e. getting the right level of rising action and a sense of things building). If the players shank the villain when he turns to open a desk drawer, and that legitimately gives them the win, then I go with it, even if it is the first five minutes of the adventure. This is something I've had players thank me for and comment on. Not all players like it. But there is something refreshing about adjudicating in a way that lets the dice fall where they may and doesn't account for concerns like 'is it too early for this boss to be defeated or this battle to be won'.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7624552, member: 85555"] Pacing is something I don't even care about as a GM. I should say, dramatic pacing. I don't care for doing dramatic pacing. Obviously if everyone is twiddling their thumbs, I will try to keep the game moving. But I don't worry about pacing in terms of the flow of combat (i.e. getting the right level of rising action and a sense of things building). If the players shank the villain when he turns to open a desk drawer, and that legitimately gives them the win, then I go with it, even if it is the first five minutes of the adventure. This is something I've had players thank me for and comment on. Not all players like it. But there is something refreshing about adjudicating in a way that lets the dice fall where they may and doesn't account for concerns like 'is it too early for this boss to be defeated or this battle to be won'. [/QUOTE]
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