It's that "success" thing again, isn't it? The meaning of the word has changed, and expectations change with it.
> I'd aim for at least one important decision
> for each player
> in each F2F session. More is probably better.
*Good* point. Decision points. Not necessarily plot related, character-development related are probably at least as important. And you don't need rule-based Power to make a decision.
> That's a difference between F2F and email games. A
> scene is a
> lot shorter than a normal F2F session
er..... several weeks?
> If
> someone has bothered to turn up and spends the whole 2-4
> hour
> session sitting on the sidelines the game balance is wrong.
I think that's more the point. 2-4 hours of expecting to devote your time to an activity is a LOT, so not being able to join in is bad.
> >> Also, combat in RPG's is like chase scenes in
> >> action movies. When the GM's imagination
> fails,
> >> combat becomes a good fall back option.
> >
> >(wince). I know as a plot device it worked for Raymond
> Chandler, but surely we can do better?
>
> Not if imaginations fail. I'd suggest if the GM is that
> out of
> ideas then they should have a break for a few months.
So would I, but it was being suggested as a natural thing to do. Maybe this is another difference between PBem and F2F - as a PBeM GM, I have far more time to think of responses.
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