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Who Actually Has Time for Bloated Adventures?
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<blockquote data-quote="Lanefan" data-source="post: 8987665" data-attributes="member: 29398"><p>Online play is IME considerably slower than at-table play, mostly because the tech only allows one person to speak at a time where in a real-life room multiple conversations can happen at once e.g. the DM can be sorting out one character's turn over there while I and another player quietly strategize in-character over here. (chat doesn't work well - people can talk far faster than they can type) Also, any off-topic conversation grinds things to a halt, where at a table things can still happen under the chatter.</p><p></p><p>I'd be truly surprised if it was that much, but then I don't know the level of detail you like to prep to.</p><p></p><p>I could see spending a whole day at it once, before play began, sorting through the AP and figuring out how you wanted to run it. But even then, it's all just familiarization with the elements, as no plan you make is ever going to survive contact with the players/PCs. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The factions piece, for example. The module suggests the PCs will want to befriend some of the factions but there's no way of knowing which ones - if any! - they'll choose to befriend. And that's fine, as it leaves those choices in the players'/PC's hands where they should be.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8987665, member: 29398"] Online play is IME considerably slower than at-table play, mostly because the tech only allows one person to speak at a time where in a real-life room multiple conversations can happen at once e.g. the DM can be sorting out one character's turn over there while I and another player quietly strategize in-character over here. (chat doesn't work well - people can talk far faster than they can type) Also, any off-topic conversation grinds things to a halt, where at a table things can still happen under the chatter. I'd be truly surprised if it was that much, but then I don't know the level of detail you like to prep to. I could see spending a whole day at it once, before play began, sorting through the AP and figuring out how you wanted to run it. But even then, it's all just familiarization with the elements, as no plan you make is ever going to survive contact with the players/PCs. :) The factions piece, for example. The module suggests the PCs will want to befriend some of the factions but there's no way of knowing which ones - if any! - they'll choose to befriend. And that's fine, as it leaves those choices in the players'/PC's hands where they should be. [/QUOTE]
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