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Story Hour
Sagiro's Story Hour Returns (new thread started on 5/18/08)
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<blockquote data-quote="Sagiro" data-source="post: 415043" data-attributes="member: 726"><p>One would presume that Parthol Runecarver doesn't have an <em>infinite</em> supply of XP to blow on duplicates of himself. It's also not a certainty that he hasn't made other <em>simulacra</em> with agendas outside the Company's knowledge. That said, there's no guarantee that there won't be more such foes in the Company's future... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>To be specific about Morningstar's <em>commune</em>, she learned nothing about the <em>priority</em> of attacking P. She learned that, if they were to attack him <em> right now</em>, they would no have chance of <em>defeating</em> him. There's a difference. [evil grin]</p><p></p><p></p><p>A typical run in my game has six players, though I occasionally go as high as seven or eight, or as low as five. Typical non-epic battles, like the one against the Simulacrum, are in the 1-3 hour range. On rare occasions I'll have a gigantic combat that lasts for most of a long Sunday session, and right now (Teaser Alert!) the Company is in the midst of a battle that's already taken up an entire run, and isn't finished yet. (The story hour still lags three sessions behind where we are in real life.)</p><p></p><p>My players range from "rules literate" to "rules expert," and I manage (I think... er, I hope...) to prevent combats from dragging. Having Piratecat and KidCthulhu as players is like having extra DM's around for rules purposes, and even my less pointy-headed players have come to know their own characters' mechanics pretty well. Also, I'm willing to move on to the next combatant while the previous one is still working out details, if I'm sure the former won't have an effect on the latter. And while I'm no Dr. Rictus-style walking rulebook, I have a pretty good grasp on the core stuff. Oh, and I'm also happy to make snap judgements, even if they're wrong, and look them up later. When it's important I'll stop combat while someone looks something up, but those delays never last more than about 45 seconds.</p><p></p><p>There is a pretty clear correlation between number of PC's and length of combat, though. Not just because more characters take actions each round, but because out-of-game table-talk increases, dinner takes longer to order and eat, each individual is more likely to get distracted, and the general chaos level is higher.</p><p></p><p>-Sagiro</p></blockquote><p></p>
[QUOTE="Sagiro, post: 415043, member: 726"] One would presume that Parthol Runecarver doesn't have an [i]infinite[/i] supply of XP to blow on duplicates of himself. It's also not a certainty that he hasn't made other [i]simulacra[/i] with agendas outside the Company's knowledge. That said, there's no guarantee that there won't be more such foes in the Company's future... :D To be specific about Morningstar's [i]commune[/i], she learned nothing about the [i]priority[/i] of attacking P. She learned that, if they were to attack him [i] right now[/i], they would no have chance of [i]defeating[/i] him. There's a difference. [evil grin] A typical run in my game has six players, though I occasionally go as high as seven or eight, or as low as five. Typical non-epic battles, like the one against the Simulacrum, are in the 1-3 hour range. On rare occasions I'll have a gigantic combat that lasts for most of a long Sunday session, and right now (Teaser Alert!) the Company is in the midst of a battle that's already taken up an entire run, and isn't finished yet. (The story hour still lags three sessions behind where we are in real life.) My players range from "rules literate" to "rules expert," and I manage (I think... er, I hope...) to prevent combats from dragging. Having Piratecat and KidCthulhu as players is like having extra DM's around for rules purposes, and even my less pointy-headed players have come to know their own characters' mechanics pretty well. Also, I'm willing to move on to the next combatant while the previous one is still working out details, if I'm sure the former won't have an effect on the latter. And while I'm no Dr. Rictus-style walking rulebook, I have a pretty good grasp on the core stuff. Oh, and I'm also happy to make snap judgements, even if they're wrong, and look them up later. When it's important I'll stop combat while someone looks something up, but those delays never last more than about 45 seconds. There is a pretty clear correlation between number of PC's and length of combat, though. Not just because more characters take actions each round, but because out-of-game table-talk increases, dinner takes longer to order and eat, each individual is more likely to get distracted, and the general chaos level is higher. -Sagiro [/QUOTE]
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Sagiro's Story Hour Returns (new thread started on 5/18/08)
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