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What Should You Be Able to Accomplish in Four Hours?
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<blockquote data-quote="howandwhy99" data-source="post: 5451465" data-attributes="member: 3192"><p>In part it depends upon how detailed the ruleset is, but a lot also is determined by how capable the players are. How well they work together as a team. How concise they are. How well planned they are. How much stuff is SOP'd over and narrated through because of that. Like Chess it can be speedy, but it's still dangerous to act rashly because it is a game. It's both express an act and reflect, so session time gets eaten up. The biggest obstacle for some groups I have been a part of is not addressing the game. Of course, for a lot of people that is why they play, to hang out and talk rather than game. It depends upon the people involved.</p><p></p><p>Combat or any highly detailed portion of the game slows the overall game. That's to be expected. I think when the level of complexity goes up there is a point where most anyone just wants the pace to speed up again. Options in a turn can affect this like number of cards in one's hand. But I think number of actions per turn is more of a factor. D&D means you can attempt any expressible action, but the amount per turn is low. Out of round turns are almost always taken cooperatively too, so that helps out.</p><p></p><p>We don't really have expectations for how much must be able to be accomplished, but game efficiency? We make plans out of game and do SOPs as mentioned above. Callers really do work wonders. As does having certain players focus exclusively on team tasks instead of everyone doing so in duplicate, like mapping and tracking group treasure, etc.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5451465, member: 3192"] In part it depends upon how detailed the ruleset is, but a lot also is determined by how capable the players are. How well they work together as a team. How concise they are. How well planned they are. How much stuff is SOP'd over and narrated through because of that. Like Chess it can be speedy, but it's still dangerous to act rashly because it is a game. It's both express an act and reflect, so session time gets eaten up. The biggest obstacle for some groups I have been a part of is not addressing the game. Of course, for a lot of people that is why they play, to hang out and talk rather than game. It depends upon the people involved. Combat or any highly detailed portion of the game slows the overall game. That's to be expected. I think when the level of complexity goes up there is a point where most anyone just wants the pace to speed up again. Options in a turn can affect this like number of cards in one's hand. But I think number of actions per turn is more of a factor. D&D means you can attempt any expressible action, but the amount per turn is low. Out of round turns are almost always taken cooperatively too, so that helps out. We don't really have expectations for how much must be able to be accomplished, but game efficiency? We make plans out of game and do SOPs as mentioned above. Callers really do work wonders. As does having certain players focus exclusively on team tasks instead of everyone doing so in duplicate, like mapping and tracking group treasure, etc. [/QUOTE]
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