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<blockquote data-quote="SteveC" data-source="post: 3044031" data-attributes="member: 9053"><p>Hmmn, haven't played much Feng Shui, have you? I think what you're trying to say here is that if you're looking to play a first-person shooter, then D&D is not what you're looking for. I'm not sure what relevance that has to a discussion of pacing of game sessions and opening them with a bang. It is about as relevant as saying "Crepes have had D&D beat for some time now in terms of being tasty, really thin pancakes." The two have exactly zero correlation.</p><p></p><p>Making a game session, and, in particular a combat, fast-paced and run-n'-gun involves completely different skills than creating the same effects in a PC game. The idea of starting a session with a bang is one element of storytelling that can pick up the pace of an evening's play. It isn't necessarily something I would choose to do all the time, but it is an interesting tool for a particular kind of campaign.</p><p></p><p>The article in question talked about doing something that most people who play D&D would never think to try, and for that reason, it is interesting food for thought. Does starting each session with a bang take away player decision making and autonomy? Not necessarily. It takes a variable amount of GM skill to make it happen, and it also takes a good non-adversarial relationship with your players. In the example given about how players would ask many questions about how their powers hadn't stopped the combat from already happening, it's an example of bad GMing. A GM with that group of players has to take powers and abilities like those into context and work with the players to make it happen properly. That and talking with players about the kind of game they want to play are pretty much the hallmarks of what it takes to be a good GM, in my opinion.</p><p></p><p>Talking about new ways to challenge your group and shake up the dynamics of a game session makes interesting food for thought, and an interesting thread as well...</p><p></p><p>--Steve</p></blockquote><p></p>
[QUOTE="SteveC, post: 3044031, member: 9053"] Hmmn, haven't played much Feng Shui, have you? I think what you're trying to say here is that if you're looking to play a first-person shooter, then D&D is not what you're looking for. I'm not sure what relevance that has to a discussion of pacing of game sessions and opening them with a bang. It is about as relevant as saying "Crepes have had D&D beat for some time now in terms of being tasty, really thin pancakes." The two have exactly zero correlation. Making a game session, and, in particular a combat, fast-paced and run-n'-gun involves completely different skills than creating the same effects in a PC game. The idea of starting a session with a bang is one element of storytelling that can pick up the pace of an evening's play. It isn't necessarily something I would choose to do all the time, but it is an interesting tool for a particular kind of campaign. The article in question talked about doing something that most people who play D&D would never think to try, and for that reason, it is interesting food for thought. Does starting each session with a bang take away player decision making and autonomy? Not necessarily. It takes a variable amount of GM skill to make it happen, and it also takes a good non-adversarial relationship with your players. In the example given about how players would ask many questions about how their powers hadn't stopped the combat from already happening, it's an example of bad GMing. A GM with that group of players has to take powers and abilities like those into context and work with the players to make it happen properly. That and talking with players about the kind of game they want to play are pretty much the hallmarks of what it takes to be a good GM, in my opinion. Talking about new ways to challenge your group and shake up the dynamics of a game session makes interesting food for thought, and an interesting thread as well... --Steve [/QUOTE]
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