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Too Much Roleplaying - Not Enough Hacking - keeping the action flowing
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<blockquote data-quote="Keeper of Secrets" data-source="post: 2023915" data-attributes="member: 13836"><p>One combat per session does not sound like a bad idea, really. However, I have several sessions where there is no fighting at all and my players enjoy that just as much so long as there is some furtherance of the plot or some character development or even a mystery. But if the players yearn for it and insist upon it because they like the action, then it is understandable. For my Mutants & Masterminds game I have created 6 random encounters that tie to a different character that are isolated affairs in case the action gets a little slow, I can pull one of them out, rather than lose my players' interests.</p></blockquote><p></p>
[QUOTE="Keeper of Secrets, post: 2023915, member: 13836"] One combat per session does not sound like a bad idea, really. However, I have several sessions where there is no fighting at all and my players enjoy that just as much so long as there is some furtherance of the plot or some character development or even a mystery. But if the players yearn for it and insist upon it because they like the action, then it is understandable. For my Mutants & Masterminds game I have created 6 random encounters that tie to a different character that are isolated affairs in case the action gets a little slow, I can pull one of them out, rather than lose my players' interests. [/QUOTE]
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Too Much Roleplaying - Not Enough Hacking - keeping the action flowing
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