4:10 arrived. I decided against my better judgement join a 6 hour champions roleplay game. I'm on the fence about it. Its still the first hour. The group seems really nice. I feel lucky to have been invited. I ran into a really nice lady who is a ren fair artist. I l
4:36 took my turn. There are 6 player with 18 figures on the board. Don't do this. I was watching the timer and I estimated 1 action per half hour. therebare 3 groups of 4 villain each.
Why? why do GM's... listen up. We have lives. Do u really want to play in a game and do only 6 things in 3 hours? Really?
We just hit the one hour mark and i got to take my second action. So how do we fix this?
1) Too many able villains. Why 12? Every time you have an able villain add X minutes to turn sequence... 12 villains 12 minutes.
2) villains too tough. Takes too many hits per villain. Fix? Make some mooks. 1 hit critters shortens combat. It also gived players a sense of accomplishment.
3) Too many players. A six player game is a matter of taste. In this case it wasn't. Required. Should have been 4 or 5 players.
4) Villains too tough tough. In super game you shoul have a hierchy of top, medium poor. All seemef medium / top. Solution: make mooks. Save the war for later.
5:40. Took 3 in 1 hour and 30 minutes of wall time. Time to go home.
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