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Pace and Progress in your game.
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<blockquote data-quote="Thomas Shey" data-source="post: 9381636" data-attributes="member: 7026617"><p>A lot of it has depended on the campaign, and to some extent the genre.</p><p></p><p>Most of my superhero games have been punctuated-equilibrium sorts of things where there's probably a problem that needs to be addressed (of various magnitude and duration) but then, once that's handled, something else will come along.</p><p></p><p>Some fantasy games have been, while not sandboxes, fundamentally episodic. My current 13th Age game looks like that's what it is currently, though there's an underlying theme (whether I've got my arms around the pace on that properly can be in question) that will progressively emerge over time, but I don't expect it to get really visible until 12 or so sessions in (we're on session five tomorrow).</p><p></p><p>I've had a few games that were very much "you're out to get X done" and everything was either about that, or unavoidable distractions about that.</p><p></p><p>Pace--is a complicated question, especially, when has not been uncommon, I'm dealing with a game that's natural capability progression is different than I'm expecting. I had a serious problem when D&D3e came out and I tried to run it because I'd hopped from OD&D to it, and the pacing was very, very different (which, to be fair, it kind of told you it was, but I hadn't internalized properly what that meant and had to course-correct across the campaign. The fact the system turned out to be, effectively, unrunnable to me above level 13 meant that it ended up being more or less aborted).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9381636, member: 7026617"] A lot of it has depended on the campaign, and to some extent the genre. Most of my superhero games have been punctuated-equilibrium sorts of things where there's probably a problem that needs to be addressed (of various magnitude and duration) but then, once that's handled, something else will come along. Some fantasy games have been, while not sandboxes, fundamentally episodic. My current 13th Age game looks like that's what it is currently, though there's an underlying theme (whether I've got my arms around the pace on that properly can be in question) that will progressively emerge over time, but I don't expect it to get really visible until 12 or so sessions in (we're on session five tomorrow). I've had a few games that were very much "you're out to get X done" and everything was either about that, or unavoidable distractions about that. Pace--is a complicated question, especially, when has not been uncommon, I'm dealing with a game that's natural capability progression is different than I'm expecting. I had a serious problem when D&D3e came out and I tried to run it because I'd hopped from OD&D to it, and the pacing was very, very different (which, to be fair, it kind of told you it was, but I hadn't internalized properly what that meant and had to course-correct across the campaign. The fact the system turned out to be, effectively, unrunnable to me above level 13 meant that it ended up being more or less aborted). [/QUOTE]
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