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<blockquote data-quote="Shayd3000" data-source="post: 1046415" data-attributes="member: 6360"><p><strong>Fast Burn</strong></p><p></p><p></p><p></p><p></p><p>For 1 DM, using the d20 system, I find 4-6 to be the ideal number of players. </p><p></p><p></p><p></p><p>100% of the time. However, I strive for 200%, and find that I awlays miss the mark, but it keeps me close to 100%. Seriously though, this is my hobby, and its just as legitimate as the NASCAR fans, golf players, or anyone elses hobby. I put in the effort to make the game experience as best as I can for my players, and this does extend to the environment I provide such as furniture, the accessories I buy (such as Dwarven Forge), etc. If Gold players can fork over $50 or more just to play ONE GAME, then there is nothing wrokng with me forking over a little extra money to improve my games, and unlike the gold player, I have something I can use more than once, since my game sessions are free.</p><p></p><p>After lkooking at other reponses - opps - here's what I think you were looking for:</p><p></p><p>I currently run my campaign once every 2 weeks. Ideally, I would run my game weekly, taking a break every fourth week. In addition, I would also play in a regular weekly campaign that wasn't the same thing I was running (ie, if I'm running D&D, then I want to play in Stargate SG-1). The every fourth week break thing is for other familiy activites, though I am lucky, both my wife and daughter play. Works out really good.</p><p></p><p></p><p></p><p>I find that 4-6 hours is a good session length. Longer than 8 hours and burn out can start to set in.</p><p></p><p></p><p></p><p>Unless I'm buying a setting specific book, my purchase is for new options that I can use in my existing setting. My experience is that flavor injected into "generic" titles tends to force the GM to have to adjust the material. Less flavor usually means less adjusting.</p><p></p><p></p><p></p><p>There was a really good book put out years ago by CHAOSIUM called CITIES. In this book there was a "time catch-up" section, a way to fast burn character time for when they were spending a week or more in town and you didn't want to role-play it all. The one in that book is useful, but the events mostly happen to the players. I would like a "fast burn" book that lets time go by, but still lets the player make choices and respond to events better, and thus it possibly modifies the latter "fast burn" events. I would like that book to be very THICK and very detailed, and would like it to be harback, comb bound so it can lay flat at the table. Since I am currently mostly running modules, this would be the "time between" modules and would thus get used a lot. For that, if it was real quality, I would pay $35 - $50.</p><p></p><p>The other book (again, hardback and comb binding) would be a "on the fly" story generator. A book that a GM could use to generate a plor or whatever, then generate the proper elements to run the plot on the fly, but have it prompt him along the way to put in the needed elements. I mean, For every kind of story, the elements are all known that are needed, so just like all of those "how to" literary books, this would be a "how to" gernreate an adventure book, with the intention of the generation being done IN PLAY, and rmeinding the GM at appropriate times in the story arc what he needs to inject next, and giving him random gerneation tools to help him do it. I'd pay 35 - 50 bucks for that too.</p><p></p><p>George</p></blockquote><p></p>
[QUOTE="Shayd3000, post: 1046415, member: 6360"] [b]Fast Burn[/b] For 1 DM, using the d20 system, I find 4-6 to be the ideal number of players. 100% of the time. However, I strive for 200%, and find that I awlays miss the mark, but it keeps me close to 100%. Seriously though, this is my hobby, and its just as legitimate as the NASCAR fans, golf players, or anyone elses hobby. I put in the effort to make the game experience as best as I can for my players, and this does extend to the environment I provide such as furniture, the accessories I buy (such as Dwarven Forge), etc. If Gold players can fork over $50 or more just to play ONE GAME, then there is nothing wrokng with me forking over a little extra money to improve my games, and unlike the gold player, I have something I can use more than once, since my game sessions are free. After lkooking at other reponses - opps - here's what I think you were looking for: I currently run my campaign once every 2 weeks. Ideally, I would run my game weekly, taking a break every fourth week. In addition, I would also play in a regular weekly campaign that wasn't the same thing I was running (ie, if I'm running D&D, then I want to play in Stargate SG-1). The every fourth week break thing is for other familiy activites, though I am lucky, both my wife and daughter play. Works out really good. I find that 4-6 hours is a good session length. Longer than 8 hours and burn out can start to set in. Unless I'm buying a setting specific book, my purchase is for new options that I can use in my existing setting. My experience is that flavor injected into "generic" titles tends to force the GM to have to adjust the material. Less flavor usually means less adjusting. There was a really good book put out years ago by CHAOSIUM called CITIES. In this book there was a "time catch-up" section, a way to fast burn character time for when they were spending a week or more in town and you didn't want to role-play it all. The one in that book is useful, but the events mostly happen to the players. I would like a "fast burn" book that lets time go by, but still lets the player make choices and respond to events better, and thus it possibly modifies the latter "fast burn" events. I would like that book to be very THICK and very detailed, and would like it to be harback, comb bound so it can lay flat at the table. Since I am currently mostly running modules, this would be the "time between" modules and would thus get used a lot. For that, if it was real quality, I would pay $35 - $50. The other book (again, hardback and comb binding) would be a "on the fly" story generator. A book that a GM could use to generate a plor or whatever, then generate the proper elements to run the plot on the fly, but have it prompt him along the way to put in the needed elements. I mean, For every kind of story, the elements are all known that are needed, so just like all of those "how to" literary books, this would be a "how to" gernreate an adventure book, with the intention of the generation being done IN PLAY, and rmeinding the GM at appropriate times in the story arc what he needs to inject next, and giving him random gerneation tools to help him do it. I'd pay 35 - 50 bucks for that too. George [/QUOTE]
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