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The One Hour D&D Game
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<blockquote data-quote="Mengu" data-source="post: 5855508" data-attributes="member: 65726"><p>Don't care for the approach... I am not likely to run an adventure for my group in one hour. And I don't want to be told by the masses, "that's how we're doin' it these days." True or not, it influences perceptions and expectations. Currently, I might have 4-5 hour sessions with no combat, that completes maybe 1/6th of a sub-plot. The important part is, those 4-5 hours of no combat can still be quite intense, and everyone has a good time.</p><p></p><p>But then again, I don't run "adventures". I run campaigns. So maybe I'm playing it wrong.</p><p></p><p>I'm not particularly fond of combat speed of 3e or 4e at high levels. There's certainly lots of room for improvement there. But I like the tactical options. I think the key is simpler to use character sheets, and simpler/faster action resolutions. I don't need time clamps on exploration and interaction.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5855508, member: 65726"] Don't care for the approach... I am not likely to run an adventure for my group in one hour. And I don't want to be told by the masses, "that's how we're doin' it these days." True or not, it influences perceptions and expectations. Currently, I might have 4-5 hour sessions with no combat, that completes maybe 1/6th of a sub-plot. The important part is, those 4-5 hours of no combat can still be quite intense, and everyone has a good time. But then again, I don't run "adventures". I run campaigns. So maybe I'm playing it wrong. I'm not particularly fond of combat speed of 3e or 4e at high levels. There's certainly lots of room for improvement there. But I like the tactical options. I think the key is simpler to use character sheets, and simpler/faster action resolutions. I don't need time clamps on exploration and interaction. [/QUOTE]
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