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How fast are your combats in online play?
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<blockquote data-quote="JmanTheDM" data-source="post: 8192296" data-attributes="member: 6791902"><p>I think this is a GREAT bit of advice. one that I <em>know</em> but don't use. Player a is up now. Player B is up next. remind Player B that they are next and get ready with their actions. even that minor reminder and prompt will likely help "focus" player b... again, really good advice!</p><p></p><p></p><p>not a lot of "dead air" (I'm reading this as silence and quiet time). the conversation is pretty constant. I think what is happening though is there is a lot of "tweaking". players looking up their feats, measuring on the grid, etc. I also think there is a really large.... don't even know what to call it... Permission? bias. players will first say what they are doing, I'll acknowledge their intention, then the player will DO what they were intending, I'll resolve the action, then we will likely narrate the fiction based on the result of the action. we can likely optimize in 2 ways. 1st, reduce the "permission" of stating what the player would like to do. instead - do it, and I'll call you on it if I need clarification. so in most cases, jump straight to the 2nd part. Next optimization is to retain narration and shared fiction creation but maybe be more judicious on its use?</p><p></p><p>you compound those 3 steps to every action, across a 3-action resolution mechanic, and it starts making sense why each action (not turn) is taking like 90 seconds to resolve.</p><p></p><p>hmmm.</p><p></p><p>Cheers,</p><p></p><p>J.</p></blockquote><p></p>
[QUOTE="JmanTheDM, post: 8192296, member: 6791902"] I think this is a GREAT bit of advice. one that I [I]know[/I] but don't use. Player a is up now. Player B is up next. remind Player B that they are next and get ready with their actions. even that minor reminder and prompt will likely help "focus" player b... again, really good advice! not a lot of "dead air" (I'm reading this as silence and quiet time). the conversation is pretty constant. I think what is happening though is there is a lot of "tweaking". players looking up their feats, measuring on the grid, etc. I also think there is a really large.... don't even know what to call it... Permission? bias. players will first say what they are doing, I'll acknowledge their intention, then the player will DO what they were intending, I'll resolve the action, then we will likely narrate the fiction based on the result of the action. we can likely optimize in 2 ways. 1st, reduce the "permission" of stating what the player would like to do. instead - do it, and I'll call you on it if I need clarification. so in most cases, jump straight to the 2nd part. Next optimization is to retain narration and shared fiction creation but maybe be more judicious on its use? you compound those 3 steps to every action, across a 3-action resolution mechanic, and it starts making sense why each action (not turn) is taking like 90 seconds to resolve. hmmm. Cheers, J. [/QUOTE]
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