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<blockquote data-quote="el-remmen" data-source="post: 9677670" data-attributes="member: 11"><p>Personally, I love an opportunity to say something like "Several days pass as you. . ." (whatever it is the players tell me they want to do), but I guess like some others, I let the players set that pace and give me opportunities to move time forward.</p><p></p><p>That said, I generally only speed up time that way for a day or two at a time at most for travel. For me travel and what can happen during it, is a big part of the game - so i don't like to gloss over it too much and at the very least use it as a chance to spend 3 minutes setting the stage or establishing some element of the setting via narration before moving back to a more granular perspective as the PCs engage with whatever was described (or don't and we move on further).</p><p></p><p>Downtime is another case entirely and I do try to move that forward as much as possible - but my group rarely wants to take more than 1 or 2 days of that.</p><p></p><p>All of that said, I don't typically try to push the session to particular high point or event by the end (unless it is very very close) and we very frequently end mid-combat (which I personally like doing - I know that is a controversial opinion around here) b/c as I mentioned in another thread, I am not one to <em>ever</em> handwave the results of a combat just to make it end faster.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 9677670, member: 11"] Personally, I love an opportunity to say something like "Several days pass as you. . ." (whatever it is the players tell me they want to do), but I guess like some others, I let the players set that pace and give me opportunities to move time forward. That said, I generally only speed up time that way for a day or two at a time at most for travel. For me travel and what can happen during it, is a big part of the game - so i don't like to gloss over it too much and at the very least use it as a chance to spend 3 minutes setting the stage or establishing some element of the setting via narration before moving back to a more granular perspective as the PCs engage with whatever was described (or don't and we move on further). Downtime is another case entirely and I do try to move that forward as much as possible - but my group rarely wants to take more than 1 or 2 days of that. All of that said, I don't typically try to push the session to particular high point or event by the end (unless it is very very close) and we very frequently end mid-combat (which I personally like doing - I know that is a controversial opinion around here) b/c as I mentioned in another thread, I am not one to [I]ever[/I] handwave the results of a combat just to make it end faster. [/QUOTE]
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