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The Guards at the Gate Quote
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<blockquote data-quote="Janx" data-source="post: 5765948" data-attributes="member: 8835"><p>And I can accept some variance in what folks percieve as fat.</p><p></p><p>Not every gate guard scene is fat. Not every shopping trip is fat.</p><p></p><p>But surely, some situations can be summed up in a sentence, rather than expounded on as a drawn out roleplaying encounter where nothing was at stake, and the outcome was certain (I am going to buy that 50' of rope at PH cost).</p><p></p><p>As a case in point, I used to break up a quest to dungeon X into the travel part, before the actual dungeon part. This meant I had an entire session devoted to the random encounters along the way. Usually this meant going day by day, checking their guard rotation, and determining when the monster would be discovered and who was on guard.</p><p></p><p>This whole exercise got them some XP, spent some of their resources (healing, HP, spells), and didn't really advance the plot, other than they ultimately get to the dungeon in potentially worse shape than they started.</p><p></p><p>That style of play isn't invalid. But was it really fun? I could have said, "you arrive at Dungeon X four days later." and gotten to the part where the players make real decisions about how to explore the dungeon.</p><p></p><p>Rather than less critical decisions about how they guard their camp along the road, to avoid being robbed or attacked by wolves in the middle of the night.</p><p></p><p>Now there could be a way to skim the travel, yet still introduce an encounter in the middle. My point though is, why make the entire trip take an entire session, when the real objective is to explore Dungeon X.</p></blockquote><p></p>
[QUOTE="Janx, post: 5765948, member: 8835"] And I can accept some variance in what folks percieve as fat. Not every gate guard scene is fat. Not every shopping trip is fat. But surely, some situations can be summed up in a sentence, rather than expounded on as a drawn out roleplaying encounter where nothing was at stake, and the outcome was certain (I am going to buy that 50' of rope at PH cost). As a case in point, I used to break up a quest to dungeon X into the travel part, before the actual dungeon part. This meant I had an entire session devoted to the random encounters along the way. Usually this meant going day by day, checking their guard rotation, and determining when the monster would be discovered and who was on guard. This whole exercise got them some XP, spent some of their resources (healing, HP, spells), and didn't really advance the plot, other than they ultimately get to the dungeon in potentially worse shape than they started. That style of play isn't invalid. But was it really fun? I could have said, "you arrive at Dungeon X four days later." and gotten to the part where the players make real decisions about how to explore the dungeon. Rather than less critical decisions about how they guard their camp along the road, to avoid being robbed or attacked by wolves in the middle of the night. Now there could be a way to skim the travel, yet still introduce an encounter in the middle. My point though is, why make the entire trip take an entire session, when the real objective is to explore Dungeon X. [/QUOTE]
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