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*Pathfinder & Starfinder
Legends and Lore April 2, 2012
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<blockquote data-quote="I'm A Banana" data-source="post: 5869537" data-attributes="member: 2067"><p>I think the modular nature of 5e should help make sure we can play this jazz in our own way.</p><p></p><p>So, say the game is designed first with a two-hour play session in mind. This might mean something like dividing up the Three Pillars with some rough evenness in them (maybe, a half hour of real time sucking up each, to allow for a bathroom break or table-talk or something). This might mean systems that are pretty simple, pretty obvious, and that play pretty quickly. </p><p></p><p>Then you look at it, and go, "Huh. A little light." </p><p></p><p>There's a few things you can do. First would just be to maybe double up on each pillar. Add a few combats, or a few role-playing scenes, or some levels to the dungeon. This makes your adventure more detailed and robust, and it takes up more time. </p><p></p><p>Another might be to swap out the default rules with something less abstract and more detailed. If you swap out the defualt combat with minis combat, for instance, your combats take longer. If you're not a fan of combat, maybe swap out the default interaction skills system for the Witty Repartee module, which involves more detail and specificity with your social skills. Or with the Detailed Resource Management module, which tracks individdual arrows and pounds of encumbrance. Basically, you've got a lot of flexibility to customize your game, since you have more time.</p><p></p><p>You might also consider running the game a little faster. If the game doesn't automatically change at Level X, you can fit two standard-size adventures into your gaming night, and get that much more D&D goodness out of it. Maybe you'll gain more levels and help stave off that boredom, to boot, if the game is changing more often. As long as the game doesn't change underneath you, what's the harm in advancing faster? Or not -- run two and halve the experience awards. </p><p></p><p></p><p></p><p>If the rules aren't designed to be able to accomodate those 2-hour, 10-15 level assumptions, making adventures to handle that would be VERY difficult, especially for a DM with limited income and resources and experience. </p><p></p><p>But I'm not sure it'll make anyone's game worse for them to optimize the game for that. They're not going to forget there's other kinds of players, too. And there's a lot of solutions to the "I have too much time to play D&D!" problem. Not so many solutions to the "I don't have enough time to play D&D problem!"</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5869537, member: 2067"] I think the modular nature of 5e should help make sure we can play this jazz in our own way. So, say the game is designed first with a two-hour play session in mind. This might mean something like dividing up the Three Pillars with some rough evenness in them (maybe, a half hour of real time sucking up each, to allow for a bathroom break or table-talk or something). This might mean systems that are pretty simple, pretty obvious, and that play pretty quickly. Then you look at it, and go, "Huh. A little light." There's a few things you can do. First would just be to maybe double up on each pillar. Add a few combats, or a few role-playing scenes, or some levels to the dungeon. This makes your adventure more detailed and robust, and it takes up more time. Another might be to swap out the default rules with something less abstract and more detailed. If you swap out the defualt combat with minis combat, for instance, your combats take longer. If you're not a fan of combat, maybe swap out the default interaction skills system for the Witty Repartee module, which involves more detail and specificity with your social skills. Or with the Detailed Resource Management module, which tracks individdual arrows and pounds of encumbrance. Basically, you've got a lot of flexibility to customize your game, since you have more time. You might also consider running the game a little faster. If the game doesn't automatically change at Level X, you can fit two standard-size adventures into your gaming night, and get that much more D&D goodness out of it. Maybe you'll gain more levels and help stave off that boredom, to boot, if the game is changing more often. As long as the game doesn't change underneath you, what's the harm in advancing faster? Or not -- run two and halve the experience awards. If the rules aren't designed to be able to accomodate those 2-hour, 10-15 level assumptions, making adventures to handle that would be VERY difficult, especially for a DM with limited income and resources and experience. But I'm not sure it'll make anyone's game worse for them to optimize the game for that. They're not going to forget there's other kinds of players, too. And there's a lot of solutions to the "I have too much time to play D&D!" problem. Not so many solutions to the "I don't have enough time to play D&D problem!" [/QUOTE]
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