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Long Combats are Bad
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<blockquote data-quote="Odhanan" data-source="post: 5313072" data-attributes="member: 12324"><p>"Long battles are bad."</p><p></p><p>Depends. </p><p></p><p>Some people like combats to be hard and fast, just like they are in real life or in a movie. Somehow, if the combat slows down to a tactical crawl, that destroys these people's immersion in the game world.</p><p></p><p>Others will love the tactical minutia and consider this a huge part of the fun they have with the game. They want to be able to consider all the problems from the inside out, and/or enjoy gaming the system. </p><p></p><p>Then, even when you have people who like the long combats, sometimes, they don't want to spend two hours fighting rats, but instead would like to get on with the fun, the BBEG and his cronies just behind the door instead. In other words, there's a question of significance to the overall campaign/adventure that's in play here too: it can be very cool to play a long, several hours combat against *the* dragon of the setting, or at the end of the campaign when the fate of the world rests on the outcome of this major fight. </p><p></p><p>So really, it's not all black or white, in practice. My advice is to discuss this sort of thing in advance in the get-together session before the game actually starts. What do people want out of the game they're about to create characters for? Do they like long tactical combat, or would they rather spend more time on negotiations, or exploration, or building influence in the game world, or God knows what else? </p><p></p><p>That's really it: Know Thy Players, and Thyself. Then you'll be able to make meaningful choices as to the campaign's content, and game play, even if that means changing game systems altogether.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 5313072, member: 12324"] "Long battles are bad." Depends. Some people like combats to be hard and fast, just like they are in real life or in a movie. Somehow, if the combat slows down to a tactical crawl, that destroys these people's immersion in the game world. Others will love the tactical minutia and consider this a huge part of the fun they have with the game. They want to be able to consider all the problems from the inside out, and/or enjoy gaming the system. Then, even when you have people who like the long combats, sometimes, they don't want to spend two hours fighting rats, but instead would like to get on with the fun, the BBEG and his cronies just behind the door instead. In other words, there's a question of significance to the overall campaign/adventure that's in play here too: it can be very cool to play a long, several hours combat against *the* dragon of the setting, or at the end of the campaign when the fate of the world rests on the outcome of this major fight. So really, it's not all black or white, in practice. My advice is to discuss this sort of thing in advance in the get-together session before the game actually starts. What do people want out of the game they're about to create characters for? Do they like long tactical combat, or would they rather spend more time on negotiations, or exploration, or building influence in the game world, or God knows what else? That's really it: Know Thy Players, and Thyself. Then you'll be able to make meaningful choices as to the campaign's content, and game play, even if that means changing game systems altogether. [/QUOTE]
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