Buttercup said:
Perhaps it was because I was so exhausted by Saturday, but I certainly was not at my best. I took over in the middle of combat, and that took most of my turn. I think Round Robin GM ing is a cool concept, but if I ever do it again I'll want to be well rested and thus up to quick thinking.
I thought you did fine,
Buttercup, especially given where I left you: "Okay, the party is attacked by half a dozen creatures with a nonstandard attack form that you almost never see, and a creature that you've probably not run before that has a gamut of spell-like abilities, one of which it's already cast and which has an ongoing, complicated effect. Go!" Especially since it wasn't much of a plot-moving-forward combat, it put you in a difficult place. Sorry about that, and it definitely doesn't reflect on your DMing skills!
I did enjoy how Spider allowed the Hill Giant battle to be ended: the trick (which, incidentally, was entirely Buttercup's idea) was great fun, and gave it a fairy-tale-like feel. Instead of avoiding combats, I'd suggest:
1) Make it clear that combat is going to be very fast and loose, and that spot rulings are the name of the game.
2) Allow super-stunts in combat to do cool things that you might not allow in your home game, and let 'em work.
3) Allow alternate endings to combats (negotiations, trickery, etc.)
4) If it's a mass-combat, once it becomes clear that the PCs are going to win, wrap it up with a, "You guys mop up the remainder."
This game was hilarious fun, with a side order of oogy. Thanks so much for introducing me to it,
der kluge!
Daniel