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General Tabletop Discussion
*Pathfinder & Starfinder
Setting the Dial: The Perfect Mix of Play and Roleplay
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<blockquote data-quote="hanez" data-source="post: 5891876" data-attributes="member: 82160"><p>I dont think we are disagreeing here at all. Sure you can roleplay during combat. So for example if the combat was 10 minutes long, and 1 (interspersed) minute of combat time was spent negotiating and speaking then it is fair to say that 9 minutes were spent in combat, and 1 minute was spent in social roleplaying. </p><p></p><p>I think you have a really good point here, that is why I would vote somewhere between a 3-6 range on the authors scale.</p><p></p><p>If you can refer to needing the "threat of combat" then it is a fair question to ask "how much do we need?" Should it be virtual certainty that we are going to spend hours in the dungeon hacking and slashing (perhaps a 9 on his scale) or will combat be a rarer event that breaks out when negotiations in RP fail (perhaps a 3).</p><p></p><p></p><p></p><p></p><p>Agreed. I find that the best campaigns are the ones with signifigant combat, but where almost always the players (and characters) know why they are in combat, feel personal stake in the outcome of the combat, and that the combat is not overly repetitious. On the other hand I find that ofetn a 10 minute hook is used to validate 8 hours of combat/dungeon exploration, and that this is generally less satisfying.</p><p></p><p></p><p>Again all I am saying is that the OPs question is a fair (some posters have reacted as if it presents a false dichotomy and I think this is incorrect).</p></blockquote><p></p>
[QUOTE="hanez, post: 5891876, member: 82160"] I dont think we are disagreeing here at all. Sure you can roleplay during combat. So for example if the combat was 10 minutes long, and 1 (interspersed) minute of combat time was spent negotiating and speaking then it is fair to say that 9 minutes were spent in combat, and 1 minute was spent in social roleplaying. I think you have a really good point here, that is why I would vote somewhere between a 3-6 range on the authors scale. If you can refer to needing the "threat of combat" then it is a fair question to ask "how much do we need?" Should it be virtual certainty that we are going to spend hours in the dungeon hacking and slashing (perhaps a 9 on his scale) or will combat be a rarer event that breaks out when negotiations in RP fail (perhaps a 3). Agreed. I find that the best campaigns are the ones with signifigant combat, but where almost always the players (and characters) know why they are in combat, feel personal stake in the outcome of the combat, and that the combat is not overly repetitious. On the other hand I find that ofetn a 10 minute hook is used to validate 8 hours of combat/dungeon exploration, and that this is generally less satisfying. Again all I am saying is that the OPs question is a fair (some posters have reacted as if it presents a false dichotomy and I think this is incorrect). [/QUOTE]
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Setting the Dial: The Perfect Mix of Play and Roleplay
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