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Community
General Tabletop Discussion
*TTRPGs General
Something that Needs More Consideration - Pacing
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<blockquote data-quote="Hussar" data-source="post: 5261611" data-attributes="member: 22779"><p>And, I completely agree. The character would care about every piece of equipment. And, in the system I propose, he knows EXACTLY what he's carrying at any given time. He can produce any item needed on demand, so long at its reasonable. And, I trust my players to know what reasonable is. I also trust my players to pull stuff out of their backpacks that would be fitting with the character they're playing and would likely be themetically appropriate to the setting. Because, well, my players are pretty groovy that way.</p><p></p><p>So, no, tracking pitons is not necessary for me.</p><p></p><p></p><p>Now here's a couple of interesting points:</p><p></p><p></p><p></p><p>You describe two scenes here. Is that everything that occured in the session? How long did it take to play these scenes out? Because, if the scenes were about 30-40 minutes each, we're on exactly the same page.</p><p></p><p>Although, I do find it funny that you complain about DM driven plot, and yet have two plots here that are entirely DM driven - placing NPC's for the players to interact with who just "happen" to have vital information for the players. I did mention that this is the kind of stuff I WANT to see in the game. This are not examples of stuff I don't want to see - like spending an hour shopping for supplies.</p><p></p><p>And Exploder Wizard - you've done exactly what I was suggesting. Taking unimportant, trivial details and turned them into a 3 second statement. Bravo. This is precisely the kind of thing that can up the rate of pacing. The first time you have the "setting the watch scene" maybe it takes a bit of time. But, after that? Never again unless there's some reason it matters.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5261611, member: 22779"] And, I completely agree. The character would care about every piece of equipment. And, in the system I propose, he knows EXACTLY what he's carrying at any given time. He can produce any item needed on demand, so long at its reasonable. And, I trust my players to know what reasonable is. I also trust my players to pull stuff out of their backpacks that would be fitting with the character they're playing and would likely be themetically appropriate to the setting. Because, well, my players are pretty groovy that way. So, no, tracking pitons is not necessary for me. Now here's a couple of interesting points: You describe two scenes here. Is that everything that occured in the session? How long did it take to play these scenes out? Because, if the scenes were about 30-40 minutes each, we're on exactly the same page. Although, I do find it funny that you complain about DM driven plot, and yet have two plots here that are entirely DM driven - placing NPC's for the players to interact with who just "happen" to have vital information for the players. I did mention that this is the kind of stuff I WANT to see in the game. This are not examples of stuff I don't want to see - like spending an hour shopping for supplies. And Exploder Wizard - you've done exactly what I was suggesting. Taking unimportant, trivial details and turned them into a 3 second statement. Bravo. This is precisely the kind of thing that can up the rate of pacing. The first time you have the "setting the watch scene" maybe it takes a bit of time. But, after that? Never again unless there's some reason it matters. [/QUOTE]
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