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Worlds of Design: Before the Fight
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<blockquote data-quote="Koloth" data-source="post: 9457618" data-attributes="member: 6706231"><p>As a player, I like for there to be options to bypass some encounters via diplomacy type things and/or stealth type things. Or even inventive spell use. I have seen some GMs announce before the session starts something like "Ok, we have to get through 3 combats tonight...". Adventure paths are notorious for this type of session and it turns the characters into little more then actors playing out a script. Such a game can turn rather tedious since combat is often the slowest part to play out in real time. I have seen some high level encounters last multiple game sessions while some players only get a few minutes of actual play time. Summon type spells can often cause this. "We have <strong><em>how many</em></strong> NPCs on the map?"</p><p></p><p>Another way to prevent over planning is to introduce time limits. "You have to rescue the hostage(s) in eight hours." coupled with "Player time spent planning comes out of that eight hours." Now if the players spend 4 real time hours planning, the characters only have 4 hours to execute the plan. Time limits also tend to stop the players that want to open 1 door then rest 8 hours so they recover the 2 spells that were cast.</p></blockquote><p></p>
[QUOTE="Koloth, post: 9457618, member: 6706231"] As a player, I like for there to be options to bypass some encounters via diplomacy type things and/or stealth type things. Or even inventive spell use. I have seen some GMs announce before the session starts something like "Ok, we have to get through 3 combats tonight...". Adventure paths are notorious for this type of session and it turns the characters into little more then actors playing out a script. Such a game can turn rather tedious since combat is often the slowest part to play out in real time. I have seen some high level encounters last multiple game sessions while some players only get a few minutes of actual play time. Summon type spells can often cause this. "We have [B][I]how many[/I][/B] NPCs on the map?" Another way to prevent over planning is to introduce time limits. "You have to rescue the hostage(s) in eight hours." coupled with "Player time spent planning comes out of that eight hours." Now if the players spend 4 real time hours planning, the characters only have 4 hours to execute the plan. Time limits also tend to stop the players that want to open 1 door then rest 8 hours so they recover the 2 spells that were cast. [/QUOTE]
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