RE: One session per season...

From: Mike Holmes <homeydont_at_...>
Date: Fri, 14 Jan 2005 09:34:17 -0600

>From: "Jane Williams" <janewilliams20_at_...>
>
>This sounds like a style of playing I've never encountered, and I'm
>intrigued. How do you even squash one "scenario", much less an entire
>season, into one session?

I can't speak for him, but the style I run my game in would accommodate this no problem as well. Basically, it's a matter of focusing on the main events that are pivotal to the character's life. I mean, we all ignore challenges to some degree - you don't roll to have your Humakti lace his boots up correctly, right? Well, one can simply apply the "automatic success" rule to anything that one sees as less than dramatic. Did the sheep get back? Well, is it important to who the character is? If not, then the answer is yes. Or no. But you just narrate through it, so that you can get to the really crucial decision points.

So, yes, you ignore a lot of the nitty-gritty. That doesn't mean you never roll this stuff. Just that you only do so when it's important to who the character is. So a Lace Boots contest could be crucial, if it were in the right place. And sometimes I narrate right through unimportant combats (yes, there are such things) sans rolls. It's a style were pacing is more important than detail. So you sacrifice one thing for the other.

It's nice that HQ works well for both levels.

Consider, too, that he might do some other things like I do, like just saying, "OK, a few months go by, before the next attack, during which things go well. Everyone take a keyword level on something that they did most during that time." This can make time progress very rapidly, of course. Basically, following the drama rule above, you only play out portions of the characters lives that the narrator intends to make especially dramatic. For some people, this is more "buyable" than the idea that every minute of every day is a drama for the characters.

Mike

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