Sword of Spirit
Legend
I'd like to have everyone ready on their turn in combat, but I think I'll wait until we do a short theme adventure to try that out, and if it works maybe we can bring it back to the main campaign.
But I think combat is only part of the story. My guess is also that there is a fundamental difference in overall play control needed to get things moving that fast. For instance, I generally have player/PC directed sessions. Once in a blue moon I'm ask the party if they are good if I jump ahead to <fill in the blank> but in general they tell me what they are doing and I present the world accordingly.
@iserith, what's your approach for overall play control? From things you've said before I expect you take a more active hand. Do you present scenes with clear multiple choice options for the next scene during non-combat times, or something like that?
But I think combat is only part of the story. My guess is also that there is a fundamental difference in overall play control needed to get things moving that fast. For instance, I generally have player/PC directed sessions. Once in a blue moon I'm ask the party if they are good if I jump ahead to <fill in the blank> but in general they tell me what they are doing and I present the world accordingly.
@iserith, what's your approach for overall play control? From things you've said before I expect you take a more active hand. Do you present scenes with clear multiple choice options for the next scene during non-combat times, or something like that?