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<blockquote data-quote="Southern Oracle" data-source="post: 1029068" data-attributes="member: 1249"><p><strong>1.) What is the best number of players at the table, whether as a DM or player yourself?</strong></p><p>Ideally, four plus the DM, as the game is designed to support. However, having one or two extra players is handy for keeping the party alive when someone consistently can't make the game.</p><p></p><p><strong>2.) How often should you be able to game in an ideal world?</strong></p><p>Once a week is a great schedule...however, even though I only use printed modules, I find that I have to do a lot of converting and "fixing" so, at times, once every two weeks suits me better.</p><p></p><p><strong>3.) How long should those sessions be?</strong></p><p>Well, my current sessions run about 10-12 hours. My group and I are fine with that, but I can understand it if people prefer shorter sessions. I'd say 4-5 hours is probably a more realistic goal for most groups.</p><p></p><p><strong>4.) The poll handled percentage of Crunch to Flavor, but what are some of the specifics behind your vote?</strong></p><p>I voted 60% crunch to 40% flavor. I like having a background plotted out, the motivations of NPCs and overarching storylines, etc., etc. -- it helps me link up adventures by relating this plot to that. However, I much prefer new spells, magic items, prestige classes, weather generator tables, encounter tables, world building tools, etc., that I can use to maintain the illusion of wonder and newness in the campaign.</p><p></p><p><strong>5.) If you could choose the single best next book to become available to you, what would it be, what form would it be in (hardback, softback, PDF), and how much would that book cost (please be reasonable)?</strong></p><p>I would love a big book of "common" NPCs...adepts, aristocrats, commoners, experts, and warriors. People statted at all different levels and with all different professions, complete with skills and feats already selected. I want to be able to quickly select the bouncer at the local pub if the barbarian picks a fight, the shifty street vendor the rogue thinks might have ties to the local thieves' guild, and the giddy lady-in-waiting whose boyfriend is one of the royal guards. Sure I can wing it (and I do), but part of the emphasis of this edition of the game is on skill checks, and making up numbers on the fly doesn't settle as kosher with me, and there's not enough hours in the day to stat everybody in the world.</p><p>I think such a product should be a softcover...I am not fond of PDFs at all because of the drain on resources (i.e., cost of ink). It would have to depend on the size, of course, but something akin to Wizards of the Coast's <em>Enemies and Allies</em> (which is 64 pages for $14.95) is about as much as I'd want to pay. That product has classed NPCs that take up much more space than I think NPCs would need to, plus background info on their tactics and personalities. None of that is necessary for the "common" folk.</p></blockquote><p></p>
[QUOTE="Southern Oracle, post: 1029068, member: 1249"] [B]1.) What is the best number of players at the table, whether as a DM or player yourself?[/B] Ideally, four plus the DM, as the game is designed to support. However, having one or two extra players is handy for keeping the party alive when someone consistently can't make the game. [B]2.) How often should you be able to game in an ideal world?[/B] Once a week is a great schedule...however, even though I only use printed modules, I find that I have to do a lot of converting and "fixing" so, at times, once every two weeks suits me better. [B]3.) How long should those sessions be?[/B] Well, my current sessions run about 10-12 hours. My group and I are fine with that, but I can understand it if people prefer shorter sessions. I'd say 4-5 hours is probably a more realistic goal for most groups. [B]4.) The poll handled percentage of Crunch to Flavor, but what are some of the specifics behind your vote?[/B] I voted 60% crunch to 40% flavor. I like having a background plotted out, the motivations of NPCs and overarching storylines, etc., etc. -- it helps me link up adventures by relating this plot to that. However, I much prefer new spells, magic items, prestige classes, weather generator tables, encounter tables, world building tools, etc., that I can use to maintain the illusion of wonder and newness in the campaign. [B]5.) If you could choose the single best next book to become available to you, what would it be, what form would it be in (hardback, softback, PDF), and how much would that book cost (please be reasonable)?[/B] I would love a big book of "common" NPCs...adepts, aristocrats, commoners, experts, and warriors. People statted at all different levels and with all different professions, complete with skills and feats already selected. I want to be able to quickly select the bouncer at the local pub if the barbarian picks a fight, the shifty street vendor the rogue thinks might have ties to the local thieves' guild, and the giddy lady-in-waiting whose boyfriend is one of the royal guards. Sure I can wing it (and I do), but part of the emphasis of this edition of the game is on skill checks, and making up numbers on the fly doesn't settle as kosher with me, and there's not enough hours in the day to stat everybody in the world. I think such a product should be a softcover...I am not fond of PDFs at all because of the drain on resources (i.e., cost of ink). It would have to depend on the size, of course, but something akin to Wizards of the Coast's [I]Enemies and Allies[/I] (which is 64 pages for $14.95) is about as much as I'd want to pay. That product has classed NPCs that take up much more space than I think NPCs would need to, plus background info on their tactics and personalities. None of that is necessary for the "common" folk. [/QUOTE]
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