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gestaltist's avatar

Great article. One thing I’d like to comment on is your example with skipping the encounter roll after a harrowing fight.

Whether it’s a good idea to do so depends on your table’s intended play culture.

In classic/OSR play, story isn’t everything. Player skill expressed via resource management is an important aspect. Skipping that encounter roll means you remove a possible punishment for overextension. If your table is embedded in this play culture, it would remove an important part of satisfaction people derive from the game. Even if there is a wyvern-caused-TPK, it’s a lesson learned for next time.

In story-driven play, or maybe „character-driven” would be more precise (and this means most tables, honestly), you are absolutely right.

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Eric B's avatar

When I run a game with a proscribed amount of time like at a con, I normally base pacing on the hour marks. If it's a 3 hour session, I know I want to be done creating characters and entering the world by the end of hour 1, I want to give the players loads of agency and room to explore til the end of hour 2, and by hour 3 I want to have a pretty solid idea of what the climax will be and steer towards that.

I'm not sure how I learned this method, I think it's just what feels right in a con slot to me, and for one shots more generally.

I've been saved by a procedure in Pirate Borg a few times, rolling on the Carousing Table at the top of a session has been great to jump into a one shot. I'm glad I ignored a procedure in Avatar: Legends any time I catch a glance of the combat mechanics. I hope they work at someone's table, but they definitely don't work at mine. I have a hard time seeing the value.

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