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Worlds of Design: "Your Character Wouldn't Do That"
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<blockquote data-quote="JiffyPopTart" data-source="post: 7829920" data-attributes="member: 4881"><p>I'm probably one of the rare people to answer "More than once per session." but only because its a big grey area.</p><p></p><p>I frequently control the characters to speed the game along and keep a pace. If an adventure says that halfway up the road to the haunted castle the players can find an abandoned shack and get a rope and 2 healing potions if they check it out without there being a monster, trap, or other entanglement I just narrate that to them and give them the items. I don't pause and go to realtime while the players super paranoidly explore the shack and take up 45 minutes of real time for the equivalent of an RPG jump-scare.</p><p></p><p>Similarly I try to speed up when the party splits and goes their separate ways to interview 3 NPCs and go shopping and visit the pub. I'd rather say "After a half hour of talking to the priest of Torm you are sure he doesn't know anything useful about the vampires." than play out a 20 minute real time conversation that gives the players nothing.</p><p></p><p>All that being said I never fast forward past any scene that is important to set a tone. If, in the abandoned shack scenario you were trying to show danger by describing how food was left in a half eaten state on the table and stove and how all the occupants left behind valuables...then that's worth taking some time to establish.</p><p></p><p>Lastly, I like the concept of starting some stories In Media Res where the players start in a pickle. A lot of the old D6 Star Wars adventures were written this way as an homage to how Star Wars begins. It can be great at starting off with a good pace and I do use it sometimes for other games. Whenever I do so I always reassure the players that "if you start captured and without weapons you will eventually get your stuff back" even though i'm pretty sure they trust me enough that they aren't going to wonder about it.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7829920, member: 4881"] I'm probably one of the rare people to answer "More than once per session." but only because its a big grey area. I frequently control the characters to speed the game along and keep a pace. If an adventure says that halfway up the road to the haunted castle the players can find an abandoned shack and get a rope and 2 healing potions if they check it out without there being a monster, trap, or other entanglement I just narrate that to them and give them the items. I don't pause and go to realtime while the players super paranoidly explore the shack and take up 45 minutes of real time for the equivalent of an RPG jump-scare. Similarly I try to speed up when the party splits and goes their separate ways to interview 3 NPCs and go shopping and visit the pub. I'd rather say "After a half hour of talking to the priest of Torm you are sure he doesn't know anything useful about the vampires." than play out a 20 minute real time conversation that gives the players nothing. All that being said I never fast forward past any scene that is important to set a tone. If, in the abandoned shack scenario you were trying to show danger by describing how food was left in a half eaten state on the table and stove and how all the occupants left behind valuables...then that's worth taking some time to establish. Lastly, I like the concept of starting some stories In Media Res where the players start in a pickle. A lot of the old D6 Star Wars adventures were written this way as an homage to how Star Wars begins. It can be great at starting off with a good pace and I do use it sometimes for other games. Whenever I do so I always reassure the players that "if you start captured and without weapons you will eventually get your stuff back" even though i'm pretty sure they trust me enough that they aren't going to wonder about it. [/QUOTE]
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