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<blockquote data-quote="hawkeyefan" data-source="post: 9819319" data-attributes="member: 6785785"><p>Yeah, the game I GMed went for probably about that number of sessions. It was every other week for just over two years. We wound up adding a second group of PCs when the first group spent a good deal of time away from town. </p><p></p><p>We had two PC deaths… one that took the Thrall playbook and another that stepped through the Last Door. We also had two PCs “retire” with their major goals feeling complete, though one of them returned for the final couple of sessions. </p><p></p><p>How do you find the town improvement element of the game? I admit to thinking it’s a great idea and one of the things that makes the game appealing. But I’m not sure that component of the game is as integrated into play as strongly as it could be. Most of the improvements seem like they’d take years of in game time, which would be fine… but most threats seem to build much more quickly than that pace would allow. </p><p></p><p>It just seems (to me) that those two different parts of the game are not in synch. We adjusted the improvements a but to allow for this… and still found it to be an issue. </p><p></p><p>I’m curious about your thoughts on this and what you may have done to address it (if anything).</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9819319, member: 6785785"] Yeah, the game I GMed went for probably about that number of sessions. It was every other week for just over two years. We wound up adding a second group of PCs when the first group spent a good deal of time away from town. We had two PC deaths… one that took the Thrall playbook and another that stepped through the Last Door. We also had two PCs “retire” with their major goals feeling complete, though one of them returned for the final couple of sessions. How do you find the town improvement element of the game? I admit to thinking it’s a great idea and one of the things that makes the game appealing. But I’m not sure that component of the game is as integrated into play as strongly as it could be. Most of the improvements seem like they’d take years of in game time, which would be fine… but most threats seem to build much more quickly than that pace would allow. It just seems (to me) that those two different parts of the game are not in synch. We adjusted the improvements a but to allow for this… and still found it to be an issue. I’m curious about your thoughts on this and what you may have done to address it (if anything). [/QUOTE]
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