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*TTRPGs General
Pace of Play, Engagement and "Excitement"
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<blockquote data-quote="thullgrim" data-source="post: 9527234" data-attributes="member: 8103"><p>In the 3.x/PF1 play I use a lot of tactics to help with the combat speed issue. Busy people only have so much time to play. Once we get to the mop up phase or we know the outcome of a fight we’ll truncate it.</p><p></p><p>Monsters only has as many hit pints as they need to make a combat interesting or fun. After that they are quickly disposable.</p><p></p><p>If I have a player who is separated from the group or their character goes down I’ll often hand them monsters to play just so they can stay engaged and present. Also offloads some GM overhead.</p><p></p><p>At some point you have to start getting through content though. One reason most of my games are run in SWADE these days is the happy medium between pace of play, task and combat resolution, and granularity. The quick encounter, dramatic tasks, and other tools make working through content easy, and the tools allow for different pacing depending on the situation.</p><p></p><p>I ran some GURPS earlier this year. Probably 20 sessions worth split between renaissance monster hunters and dungeon fantasy. I stripped back as many die rolls as I could. Everything was center mass, no random hit locations for instance. Rolled dice and used paper character sheets even with the Foundry tool. Used the simplified range bands and BAD systems from the Action line. It was still slow and we just could not move through content as quickly as I would have liked.</p><p></p><p>We get three hours a week to play these games. I can’t spend one minute exploring three rooms and having two fights. Its just not productive.</p></blockquote><p></p>
[QUOTE="thullgrim, post: 9527234, member: 8103"] In the 3.x/PF1 play I use a lot of tactics to help with the combat speed issue. Busy people only have so much time to play. Once we get to the mop up phase or we know the outcome of a fight we’ll truncate it. Monsters only has as many hit pints as they need to make a combat interesting or fun. After that they are quickly disposable. If I have a player who is separated from the group or their character goes down I’ll often hand them monsters to play just so they can stay engaged and present. Also offloads some GM overhead. At some point you have to start getting through content though. One reason most of my games are run in SWADE these days is the happy medium between pace of play, task and combat resolution, and granularity. The quick encounter, dramatic tasks, and other tools make working through content easy, and the tools allow for different pacing depending on the situation. I ran some GURPS earlier this year. Probably 20 sessions worth split between renaissance monster hunters and dungeon fantasy. I stripped back as many die rolls as I could. Everything was center mass, no random hit locations for instance. Rolled dice and used paper character sheets even with the Foundry tool. Used the simplified range bands and BAD systems from the Action line. It was still slow and we just could not move through content as quickly as I would have liked. We get three hours a week to play these games. I can’t spend one minute exploring three rooms and having two fights. Its just not productive. [/QUOTE]
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