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Wizards of the Coast/Kenzer & Company License Agreements Expiring
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<blockquote data-quote="Jolly_Blackburn" data-source="post: 3642584" data-attributes="member: 44101"><p>Actually I think two hours would be do it. If the GM has combat down and keeps his players moving combat runs very quickly. You can read some blow by blow accounts of combat by players on our boards that read like bloody accounts of gunfights in the newspaper. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>We frequently run two-hour demos with as many of 12 players in which only 1 to 3 players are still standing when the smoke clears.</p><p></p><p>Which isn't bad for a 'climactic battle' -- something you're not going to do every session in an A&8 campaign.</p><p></p><p>But you are right -- it's not set up for to run things like a typical Dungeon crawl with lots of hack and slashing weapons.</p><p></p><p>And therefore isn't something we're using in HM5.</p></blockquote><p></p>
[QUOTE="Jolly_Blackburn, post: 3642584, member: 44101"] Actually I think two hours would be do it. If the GM has combat down and keeps his players moving combat runs very quickly. You can read some blow by blow accounts of combat by players on our boards that read like bloody accounts of gunfights in the newspaper. ;) We frequently run two-hour demos with as many of 12 players in which only 1 to 3 players are still standing when the smoke clears. Which isn't bad for a 'climactic battle' -- something you're not going to do every session in an A&8 campaign. But you are right -- it's not set up for to run things like a typical Dungeon crawl with lots of hack and slashing weapons. And therefore isn't something we're using in HM5. [/QUOTE]
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