mylescorcoran: (Default)
posted by [personal profile] mylescorcoran at 04:02pm on 24/09/2004 under
Bruce Baugh recently posted to RPG.net about distilling down the game essentials into a two hour slot.

"I know that lack of long session time is one of the things that most often kills gaming possibilities in my social circle, and that we're not alone in this. Distilling out the less important stuff is an interesting (and demanding) exercise.

A big influence on me these days is console gaming, both rpg and otherwise: clear front ends, easily accessible options, well-illuminated feedback (if you do X, it should be very clear that Y follows), and the like."

(The thread's at http://forum.rpg.net/showthread.php?t=147966 and Bruce's post is on the second page.)

This is important stuff for me. I'm finding that because the sessions we have in our Elizabethan Supers game are short, and the digressions are common, we're achieving little in the way of rewarding story development. Consequently I'm turned off and have slumped into less preparation for each game, which only makes things worse.

I need some method of squeezing more action/dialogue into each session. How do I mix the elements of espionage and detective work, keep the pace fast and the dialogue punchy, while still allowing the players room to make their mark on the game world? My players often seem to want things to come to them, or to have something to react to. This can slow things right down as all the new elements in play have to come from my poor brain and not the more fruitful gestalt of the whole group.

(thinking sounds)

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