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My "Savage" Experience
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<blockquote data-quote="dbm" data-source="post: 9562937" data-attributes="member: 8014"><p>I think Savage Worlds supports the ‘5 room dungeon’ model quite well since that isn’t usually about a grind. But more involved ‘dungeons’ than that are tricky. Quick Encounters are definitely something to lean into when wanting to have lots of encounters. </p><p></p><p>If I am running a dungeon-style experience then my tendency is to zoom in and out like you might see in an action movie. In that context you wouldn’t spend lots of time on moving through tunnels and general exploration, and skirmishes might be resolved very quickly, until you get to a meaty ‘scene’ that might be a big combat or some kind of challenge. </p><p></p><p>It’s a quite different way of looking at adventure design and session management. </p><p></p><p>Interesting anecdote - the quick encounter system was invented on the fly by Shane Hennessy after he was invited to run demo games at an Italian (IIRC) games convention. He arrived expecting a US-typical 4 hour slot but discovered the format was 30 minute sessions. Rather than scrap the adventure and just run a single encounter he thought up the quick encounter mechanic to move through the whole adventure with every 30 minute group.</p></blockquote><p></p>
[QUOTE="dbm, post: 9562937, member: 8014"] I think Savage Worlds supports the ‘5 room dungeon’ model quite well since that isn’t usually about a grind. But more involved ‘dungeons’ than that are tricky. Quick Encounters are definitely something to lean into when wanting to have lots of encounters. If I am running a dungeon-style experience then my tendency is to zoom in and out like you might see in an action movie. In that context you wouldn’t spend lots of time on moving through tunnels and general exploration, and skirmishes might be resolved very quickly, until you get to a meaty ‘scene’ that might be a big combat or some kind of challenge. It’s a quite different way of looking at adventure design and session management. Interesting anecdote - the quick encounter system was invented on the fly by Shane Hennessy after he was invited to run demo games at an Italian (IIRC) games convention. He arrived expecting a US-typical 4 hour slot but discovered the format was 30 minute sessions. Rather than scrap the adventure and just run a single encounter he thought up the quick encounter mechanic to move through the whole adventure with every 30 minute group. [/QUOTE]
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