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Mailing List Logs for ShadowRN

From: David Hinkley <dhinkley@***.ORG>
Subject: Re: Tournament GMing
Date: Wed, 6 May 1998 00:49:24 +0000
On 5 May 98 at 13:40, Erik Jameson wrote:

[SNIP]
> SR combat, especially when you have 6 or more players, can bog down
> and take a lot of time. Combats of 10 or more people can sometimes
> take an hour or more unless at least on character is a major
> ass-kicker.
>
> Anyway around this? I don't want alternate combat rules or
> anything, the system works okay as is, but are there any suggestions
> on how to speed combat up? I've pondered this question for years
> when my brain gets spare processing time. Haven't really come up
> with an answer.

Having run several large runs at conventions. I have discovered a
couple of things that can speed things up.

1. Do your homework and a bit more... have every encounter iite
maped in advance, all npc's rolled up and recorded on their own
record sheets. Then do a few more just in case.

2. Use a map with figures......This reduces the questions regarding
who can see whom.

3. Run everyone through a small firefight early in the run. This your
chance to train the players in your style. I expect that the players
can roll their own initive dice and figure when they move. I start
with the largest result and then start a count down. If they don't
speak up they miss thier turn. Then I use the count down to push the
game.

4.Learn when to be an A**hole and when not to. Some times it pays to
be unreasonable. The key is not to lose sight of the fundamental
goal..for everyone to have a good time.

5. Remind everyone that there is a time limit helps. But having a run
with an internal time limit works better. then you can push the speed
of play by pushing the time line.



4.


David Hinkley
dhinkley@***.org

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