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<blockquote data-quote="AbdulAlhazred" data-source="post: 7338912" data-attributes="member: 82106"><p>This is true. There are a few things about that of course. Some games are more focused on a specific story arc or maybe the players have a desire to focus mostly in a certain direction, in which case they would at best spend a brief time on a side-quest. Now, it might still be worth several encounters. It COULD be a red herring and yes it might not be dull to play through. Again, depends on exactly how focused the players are. Some games are also just not mechanically well-suited for undirected play, others are.</p><p></p><p></p><p>Right, and it might well be important enough to play through in detail in a game too, or it might be left as a single quick prefatory SC. I doubt it would be an interlude, although I guess you could play a game like that as long as the players are comfortable with almost no mechanics, since interludes in my game are diceless.</p><p></p><p></p><p>But this is the point, time is different in a movie and an RPG. It could be different in different RPGs. There's no one-size-fits-all answer. IME the most interesting stuff is the stuff that speaks most closely to the player's concerns, so I don't usually spend a lot of focus on other stuff unless people decide it really is interesting enough for them to start incorporating it into their story arc. Movies are 2 hours or so long and have a 'rhythm' they want to keep of rising and falling action, so each scene is tailored to that need. In <em>Raiders of the Lost Ark</em> it so happened that the scene in question worked well as an early bit of rising tension. In an RPG it might have mostly come across as a long digression, though I suspect at least the action part would have been played out. Remember, even the movie had travel vignettes and things, there are definitely things worth leaving out of play at the table, or minimizing.</p><p></p><p></p><p>No, but endless weeks of shopping and chit chat aren't really my main style. I think if you look at the techniques of the really talented GMs you'll see that they all spend relatively little time on this kind of thing, and mostly get at the action of the game, the meat of it. Now, depending on the game, that might be combat, spying, or something completely different. </p><p></p><p></p><p>Well, I wouldn't generalize TOO much on the length of an SC. You can do short ones, or long ones, but I think a complexity five 4e SC is likely to take a while. It requires a setup, at least a dozen checks, each with a transition of the narrative significant enough to warrant using a different skill (at least potentially), an equal number of decision points, etc. Consider a 5x5 by 5 round combat (the nominal 4e combat) requires something like an hour and will have probably about 30 attack rolls and maybe 5 saves. So a complex SC should take 30-45 minutes, though some might be shorter and a few longer.</p><p></p><p>I would think an adventure spans at least a level usually, and in 4e that's probably around 7 or so encounters, maybe 2 sessions. If it was all SCs it would probably be at least 4 to 6 hours of encounter play. None of this counts outright exploration. HoML considers exploration either part of an SC or possible an interlude. </p><p></p><p></p><p></p><p>I find that I'd rather get the thing moving. I don't want to hurriedly end it, but I don't need a given campaign to run for many years or something. If it did then it would probably consist of a number of largely disconnected story arcs, like mini-campaigns. I can come up with new material pretty easily, I don't feel like I need to milk what I have. In fact I've got YEARS, maybe DECADES worth of ideas and locations stored up in my notes, my brain, etc. I could fire off a new campaign a week if I had the time and energy.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7338912, member: 82106"] This is true. There are a few things about that of course. Some games are more focused on a specific story arc or maybe the players have a desire to focus mostly in a certain direction, in which case they would at best spend a brief time on a side-quest. Now, it might still be worth several encounters. It COULD be a red herring and yes it might not be dull to play through. Again, depends on exactly how focused the players are. Some games are also just not mechanically well-suited for undirected play, others are. Right, and it might well be important enough to play through in detail in a game too, or it might be left as a single quick prefatory SC. I doubt it would be an interlude, although I guess you could play a game like that as long as the players are comfortable with almost no mechanics, since interludes in my game are diceless. But this is the point, time is different in a movie and an RPG. It could be different in different RPGs. There's no one-size-fits-all answer. IME the most interesting stuff is the stuff that speaks most closely to the player's concerns, so I don't usually spend a lot of focus on other stuff unless people decide it really is interesting enough for them to start incorporating it into their story arc. Movies are 2 hours or so long and have a 'rhythm' they want to keep of rising and falling action, so each scene is tailored to that need. In [I]Raiders of the Lost Ark[/I] it so happened that the scene in question worked well as an early bit of rising tension. In an RPG it might have mostly come across as a long digression, though I suspect at least the action part would have been played out. Remember, even the movie had travel vignettes and things, there are definitely things worth leaving out of play at the table, or minimizing. No, but endless weeks of shopping and chit chat aren't really my main style. I think if you look at the techniques of the really talented GMs you'll see that they all spend relatively little time on this kind of thing, and mostly get at the action of the game, the meat of it. Now, depending on the game, that might be combat, spying, or something completely different. Well, I wouldn't generalize TOO much on the length of an SC. You can do short ones, or long ones, but I think a complexity five 4e SC is likely to take a while. It requires a setup, at least a dozen checks, each with a transition of the narrative significant enough to warrant using a different skill (at least potentially), an equal number of decision points, etc. Consider a 5x5 by 5 round combat (the nominal 4e combat) requires something like an hour and will have probably about 30 attack rolls and maybe 5 saves. So a complex SC should take 30-45 minutes, though some might be shorter and a few longer. I would think an adventure spans at least a level usually, and in 4e that's probably around 7 or so encounters, maybe 2 sessions. If it was all SCs it would probably be at least 4 to 6 hours of encounter play. None of this counts outright exploration. HoML considers exploration either part of an SC or possible an interlude. I find that I'd rather get the thing moving. I don't want to hurriedly end it, but I don't need a given campaign to run for many years or something. If it did then it would probably consist of a number of largely disconnected story arcs, like mini-campaigns. I can come up with new material pretty easily, I don't feel like I need to milk what I have. In fact I've got YEARS, maybe DECADES worth of ideas and locations stored up in my notes, my brain, etc. I could fire off a new campaign a week if I had the time and energy. [/QUOTE]
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