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General Tabletop Discussion
*TTRPGs General
How long should a standard combat last?
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<blockquote data-quote="DarkKestral" data-source="post: 4525708" data-attributes="member: 40100"><p>Count me in the low end, around 10-20 minutes max, but preferably sub-10 minutes, even) Now, where do I absolutely want to draw the line? 30 minutes tops. Mostly because that's just about the max I'm willing to go to let players choose their actions. It's the difference between 4-5 players who know their characters inside and out, and are attentive. and 4-5 players who know the game reasonably well, but aren't attentive or simply haven't acquired enough feel for their abilities that they can choose right away what they want to do, or 4-5 players who aren't too familiar with the game and are reasonably attentive. (I'm assuming most players who aren't familiar AND aren't attentive probably don't want to play.)</p><p></p><p>I suppose that comes from a desire to simply choose either big setpiece combats (which can take quite a long time in toto, but are comprised of shorter sub-scenes that don't take a long time to move through, to keep things from dragging) or quick scenes that let the characters do Cool Things, then quickly move on to the next Cool Thing. The basic idea is though that if Cool Things aren't happening, then no one's likely having any fun. In essence, if the game is 10 minutes of fun stretched out into 4 hours, then it's stretched out way too far. Get it up to 40-50 minutes of fun per hour, and we're getting close to where things should be. I only say 40-50 because sometimes there are things aren't always all that fun, but are necessary for the game to keep moving... like making character sheet adjustments to account for new/lost/upgraded/downgraded items, even if they aren't changed in ways that make them feel interesting.</p><p></p><p>Would it happen in real life? Ehh, depends on system and players, I suppose. But I definitely have to say, fast and furious attracts me a little more than slow and measured.</p></blockquote><p></p>
[QUOTE="DarkKestral, post: 4525708, member: 40100"] Count me in the low end, around 10-20 minutes max, but preferably sub-10 minutes, even) Now, where do I absolutely want to draw the line? 30 minutes tops. Mostly because that's just about the max I'm willing to go to let players choose their actions. It's the difference between 4-5 players who know their characters inside and out, and are attentive. and 4-5 players who know the game reasonably well, but aren't attentive or simply haven't acquired enough feel for their abilities that they can choose right away what they want to do, or 4-5 players who aren't too familiar with the game and are reasonably attentive. (I'm assuming most players who aren't familiar AND aren't attentive probably don't want to play.) I suppose that comes from a desire to simply choose either big setpiece combats (which can take quite a long time in toto, but are comprised of shorter sub-scenes that don't take a long time to move through, to keep things from dragging) or quick scenes that let the characters do Cool Things, then quickly move on to the next Cool Thing. The basic idea is though that if Cool Things aren't happening, then no one's likely having any fun. In essence, if the game is 10 minutes of fun stretched out into 4 hours, then it's stretched out way too far. Get it up to 40-50 minutes of fun per hour, and we're getting close to where things should be. I only say 40-50 because sometimes there are things aren't always all that fun, but are necessary for the game to keep moving... like making character sheet adjustments to account for new/lost/upgraded/downgraded items, even if they aren't changed in ways that make them feel interesting. Would it happen in real life? Ehh, depends on system and players, I suppose. But I definitely have to say, fast and furious attracts me a little more than slow and measured. [/QUOTE]
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