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<blockquote data-quote="Reynard" data-source="post: 3042347" data-attributes="member: 467"><p>I think the supposition is that sessions have defined 'endings' even if the adventure isn't over. Of course, this isn't necessarily practical.</p><p></p><p>Remember that the only game Mearls is running right now is a Friday lunchtime game that strts with an initiative roll and doesn't leave combat-time for the whole session. That's coloring his viewpoint on the issue, obviously.</p><p></p><p>Nonetheless, I think it is a good idea, *if* you can manage to break your sessions up at appropriate points. For example, if last time you finished with the PCs going to see the local lord about getting some help fighting an evil cult, this time you start with an alleyway attack by said cultists -- either while the PCs are on the way to see the lord or after, in which case you "recap" (play through) the discussion with the lord after the fight has finished.</p><p></p><p>I see his point: starting with an initiative roll and a combat immediately enagges most players, especially if you agree with him regarding what's cool and important in a D&D game. If your playstyle is extremely different than baseline D&D, though it doesn't work. That is not, however, an excuse to call the idea "dumb".</p></blockquote><p></p>
[QUOTE="Reynard, post: 3042347, member: 467"] I think the supposition is that sessions have defined 'endings' even if the adventure isn't over. Of course, this isn't necessarily practical. Remember that the only game Mearls is running right now is a Friday lunchtime game that strts with an initiative roll and doesn't leave combat-time for the whole session. That's coloring his viewpoint on the issue, obviously. Nonetheless, I think it is a good idea, *if* you can manage to break your sessions up at appropriate points. For example, if last time you finished with the PCs going to see the local lord about getting some help fighting an evil cult, this time you start with an alleyway attack by said cultists -- either while the PCs are on the way to see the lord or after, in which case you "recap" (play through) the discussion with the lord after the fight has finished. I see his point: starting with an initiative roll and a combat immediately enagges most players, especially if you agree with him regarding what's cool and important in a D&D game. If your playstyle is extremely different than baseline D&D, though it doesn't work. That is not, however, an excuse to call the idea "dumb". [/QUOTE]
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