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Gaming > Debate > Re: Campaign pa...
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Re: Campaign pacing

by tussock <scrub@[EMAIL PROTECTED] > Mar 23, 2007 at 06:14 PM

psychohist wrote:
> tussock responds to Mary Kuhner:
> 
>   He's got the MacGuffin. It's irrelevant to the game, that's
>   the point of a MacGuffin. It can easily be something to
>   prevent the flood predicted due in a couple years time (a
>   natural damn has blocked a tributary and will break about
>   then), or protect the city from a plague, or whatever.
> 
> Okay, I can see how having the flood happen in two years rather than
> next week would make a difference in campaign pacing, and allow more
> in character time for character adjustment and development.  However:
> 
>   Heh. Being a moment too late is just melodrama, I'm not
>   bothered with throwing that sort of thing out. The PCs
>   can chase down the thugs a month later as they start
>   throwing around their payment and getting loose lipped
>   with booze.
> 
> The thing is, the player characters don't know they are going to be
> late when they start chasing down the priestess.

     That the module's setup though, they can tele****t or walk and 
they'll always be just a moment too late. It's melodrama, everything 
happening just too late for the PCs to stop, until they save the day 
just in time.

     I'd rather play so the PCs actions aren't so unnaturally in tune 
with external events.

> It seems to me that most player characters would want to start the
> pursuit immediately, since time might be of the essence, from their
> point of view.

     May as well say they'd want to guard the artifacts from the start, 
months ago, and kick everyone's ass before they can kill the guy who's 
carrying them. The plot isn't switched on until it is, the module says a 
moment too late, I say a couple months too late.

-- 
     tussock

Aspie at work, sorry in advance.
 




 2 Posts in Topic:
Re: Campaign pacing
"psychohist" &l  2007-03-22 15:13:04 
Re: Campaign pacing
tussock <scrub@[EMAIL   2007-03-23 18:14:50 

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