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	<title>Comments on: Challenge and Complexity Does Not Equal Drama And Action</title>
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		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-and-complexity-does-not-equal-drama-and-action/comment-page-1#comment-7107</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Sun, 23 Aug 2009 12:39:09 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-7065&#039; rel=&quot;nofollow&quot;&gt;@John Arcadian&lt;/a&gt; - &lt;i&gt;Do you ever encounter players getting annoyed? I’ve tended to avoid a cut-away to another player, unless the players action is as important as the one currently acting.&lt;/i&gt;

See, my stance is this:  Everyone&#039;s actions are important, regardless of whether or not every player&#039;s character is embroiled in something intense.

But I know what you mean.  If one character is trying to haggle for goods and supplies while another is in a fighting pit facing off against the reigning champion, the table realizes that the pit fighter is in a spotlight situation.  So I still cut away, but not right in the midst of an action or anything.  I cut away to resolve something for someone who has been waiting patiently (and who&#039;s been having fun watching how the fight is progressing), resolve an action for him, then move back to the fight.  Burning Wheel makes that particular (and anecdotal) situation easy, as I cut away after the end of an exchange, or after an intense volley.

When I do cut-aways, sure... the player being cut away from groans, but they&#039;re always good-natured protests.  I don&#039;t do it all the time, either.  Making a habit of it can definitely get annoying, but using it when it heightens the anticipation or fun at the table is a good thing.  If people start to feel they&#039;re never being allowed to resolve something at one go, they would become truly annoyed, so I don&#039;t do that.  If I think a cut-away will take away from someone&#039;s situation, I don&#039;t do it.  I resolve the scenario, then move on.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7107&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7065' rel="nofollow">@John Arcadian</a> &#8211; <i>Do you ever encounter players getting annoyed? I’ve tended to avoid a cut-away to another player, unless the players action is as important as the one currently acting.</i></p>
<p>See, my stance is this:  Everyone&#8217;s actions are important, regardless of whether or not every player&#8217;s character is embroiled in something intense.</p>
<p>But I know what you mean.  If one character is trying to haggle for goods and supplies while another is in a fighting pit facing off against the reigning champion, the table realizes that the pit fighter is in a spotlight situation.  So I still cut away, but not right in the midst of an action or anything.  I cut away to resolve something for someone who has been waiting patiently (and who&#8217;s been having fun watching how the fight is progressing), resolve an action for him, then move back to the fight.  Burning Wheel makes that particular (and anecdotal) situation easy, as I cut away after the end of an exchange, or after an intense volley.</p>
<p>When I do cut-aways, sure&#8230; the player being cut away from groans, but they&#8217;re always good-natured protests.  I don&#8217;t do it all the time, either.  Making a habit of it can definitely get annoying, but using it when it heightens the anticipation or fun at the table is a good thing.  If people start to feel they&#8217;re never being allowed to resolve something at one go, they would become truly annoyed, so I don&#8217;t do that.  If I think a cut-away will take away from someone&#8217;s situation, I don&#8217;t do it.  I resolve the scenario, then move on.
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2009-08-21</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-and-complexity-does-not-equal-drama-and-action/comment-page-1#comment-7105</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2009-08-21</dc:creator>
		<pubDate>Sat, 22 Aug 2009 03:49:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/challenge-and-complexity-does-not-equal-drama-and-action#comment-7105</guid>
		<description>[...] Challenge and Complexity Does Not Equal Drama And Action Here is a great post from John Arcadian over at Gnome Stew about making the game a little more lively, a little more heart stopping and lots more interesting for the players. If you find your games and challenges to be a little blah, then head over to Gnome Stew to learn a recipe for livening things up! [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7105&#039;,&#039;Ravenous Role Playing &raquo; Blog Archive &raquo; Friday Five: 2009-08-21&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] Challenge and Complexity Does Not Equal Drama And Action Here is a great post from John Arcadian over at Gnome Stew about making the game a little more lively, a little more heart stopping and lots more interesting for the players. If you find your games and challenges to be a little blah, then head over to Gnome Stew to learn a recipe for livening things up! [...]
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7105','Ravenous Role Playing &amp;raquo; Blog Archive &amp;raquo; Friday Five: 2009-08-21'); return false;">Reply</a> </div>
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-and-complexity-does-not-equal-drama-and-action/comment-page-1#comment-7071</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Thu, 20 Aug 2009 16:25:05 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-7070&#039; rel=&quot;nofollow&quot;&gt;@Kolbold Minion&lt;/a&gt; - Absolutely. I used to use a metronome for tension. I&#039;d set it up and keep increasing the tempo as things went on. People really started to get ancy and kept speeding up their decisions and actions.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7071&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7070' rel="nofollow">@Kolbold Minion</a> &#8211; Absolutely. I used to use a metronome for tension. I&#8217;d set it up and keep increasing the tempo as things went on. People really started to get ancy and kept speeding up their decisions and actions.
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		<title>By: Kolbold Minion</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-and-complexity-does-not-equal-drama-and-action/comment-page-1#comment-7070</link>
		<dc:creator>Kolbold Minion</dc:creator>
		<pubDate>Thu, 20 Aug 2009 15:57:14 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-7065&#039; rel=&quot;nofollow&quot;&gt;@John Arcadian&lt;/a&gt; - 
Time limitations are great to make a game more dramatic and realistic. When my players say an unfortunate younge necromancer being painstakingly crawled on by a blistering magmin, they were wondering if they should put the necromacer out of his misery. However, every second they delayed the magmin crawled closer to the poor necromancers face! Its a great trick, but I would  not use for an extreamly important decision.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7070&#039;,&#039;Kolbold Minion&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7065' rel="nofollow">@John Arcadian</a> &#8211;<br />
Time limitations are great to make a game more dramatic and realistic. When my players say an unfortunate younge necromancer being painstakingly crawled on by a blistering magmin, they were wondering if they should put the necromacer out of his misery. However, every second they delayed the magmin crawled closer to the poor necromancers face! Its a great trick, but I would  not use for an extreamly important decision.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-and-complexity-does-not-equal-drama-and-action/comment-page-1#comment-7068</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 19 Aug 2009 22:18:40 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-7066&#039; rel=&quot;nofollow&quot;&gt;@Nojo&lt;/a&gt; - Using cards, this is simple.  Prepare the NPC cards well ahead of time, with initiative already figured, and the cards already separated by encounter (if possible) and sorted by init count.  

At the end of combat, have everyone roll initiative.  Write down everyone&#039;s initiative, and sort the cards into your existing ones.  When the next encounter combat comes around, just grab the cards and dive right in.  

Complications: The party may not go where you think they will, so you might not want to merge them until things start heading that way.  Someone may have a group initiative modifier (like the 4E Warlord), that doesn&#039;t affect everyone, but it shouldn&#039;t impact the order too much.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7068&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7066' rel="nofollow">@Nojo</a> &#8211; Using cards, this is simple.  Prepare the NPC cards well ahead of time, with initiative already figured, and the cards already separated by encounter (if possible) and sorted by init count.  </p>
<p>At the end of combat, have everyone roll initiative.  Write down everyone&#8217;s initiative, and sort the cards into your existing ones.  When the next encounter combat comes around, just grab the cards and dive right in.  </p>
<p>Complications: The party may not go where you think they will, so you might not want to merge them until things start heading that way.  Someone may have a group initiative modifier (like the 4E Warlord), that doesn&#8217;t affect everyone, but it shouldn&#8217;t impact the order too much.
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		<title>By: Nojo</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-and-complexity-does-not-equal-drama-and-action/comment-page-1#comment-7066</link>
		<dc:creator>Nojo</dc:creator>
		<pubDate>Wed, 19 Aug 2009 21:37:57 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-7061&#039; rel=&quot;nofollow&quot;&gt;@Kurt &quot;Telas&quot; Schneider&lt;/a&gt; - I love the commercial break trick. Consider it stolen.

This is a great topic. Red wire or blue wire, indeed. :) 

Pacing is hard when you are writing and can do as many rewrites as you need.

When upping the pace in combat, I often suffer the one GM vs. the many players disadvantage. They get a whole round of the table to decide on their next move. The GM is constantly acting and reacting. My NPCs tend to do the default thing all the time, while the players are nice and tricksy.

Which is where pre-rolls and *brief* notes on tactics help out.

Tellas, I&#039;ve never pre-rolled initiative. How did the players react to that? I like the idea of having the cards (I use index cards) ready to go. The start of every combat is this pause while I organize the deck. I do worry that my players like to roll dice.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7066&#039;,&#039;Nojo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7061' rel="nofollow">@Kurt &#8220;Telas&#8221; Schneider</a> &#8211; I love the commercial break trick. Consider it stolen.</p>
<p>This is a great topic. Red wire or blue wire, indeed. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p>Pacing is hard when you are writing and can do as many rewrites as you need.</p>
<p>When upping the pace in combat, I often suffer the one GM vs. the many players disadvantage. They get a whole round of the table to decide on their next move. The GM is constantly acting and reacting. My NPCs tend to do the default thing all the time, while the players are nice and tricksy.</p>
<p>Which is where pre-rolls and *brief* notes on tactics help out.</p>
<p>Tellas, I&#8217;ve never pre-rolled initiative. How did the players react to that? I like the idea of having the cards (I use index cards) ready to go. The start of every combat is this pause while I organize the deck. I do worry that my players like to roll dice.
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-and-complexity-does-not-equal-drama-and-action/comment-page-1#comment-7065</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Wed, 19 Aug 2009 20:01:41 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-7058&#039; rel=&quot;nofollow&quot;&gt;@Rafe&lt;/a&gt; - Do you ever encounter players getting annoyed? I&#039;ve tended to avoid a cut-away to another player, unless the players action is as important as the one currently acting.

&lt;a href=&#039;#comment-7061&#039; rel=&quot;nofollow&quot;&gt;@Kurt &quot;Telas&quot; Schneider&lt;/a&gt; - Haven&#039;t read Fritz Leiber in a while, but he definitely had that style. 

I love the idea of keeping the group constantly moving. I usually try to keep a time limit on actions and deciding. Unfortunately, my group balooned in size (due to having followers and companions) and there are a lot of characters on the table. The one way I&#039;ve found to combat this is to, hold on a sec. Gonna go get a break. 


;)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7065&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7058' rel="nofollow">@Rafe</a> &#8211; Do you ever encounter players getting annoyed? I&#8217;ve tended to avoid a cut-away to another player, unless the players action is as important as the one currently acting.</p>
<p><a href='#comment-7061' rel="nofollow">@Kurt &#8220;Telas&#8221; Schneider</a> &#8211; Haven&#8217;t read Fritz Leiber in a while, but he definitely had that style. </p>
<p>I love the idea of keeping the group constantly moving. I usually try to keep a time limit on actions and deciding. Unfortunately, my group balooned in size (due to having followers and companions) and there are a lot of characters on the table. The one way I&#8217;ve found to combat this is to, hold on a sec. Gonna go get a break. </p>
<p> <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-and-complexity-does-not-equal-drama-and-action/comment-page-1#comment-7061</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 19 Aug 2009 18:44:19 +0000</pubDate>
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		<description>It&#039;s on the other side of the spectrum, but Fritz Leiber changes his sentence structure from flowing to choppy every time combat happened.  A number of other authors do this as well, but I first noticed it in a Lankhmar story.

I try to dive into combat quickly and abruptly.  In d20, I&#039;d have initiative pre-rolled and the cards sorted.  The map would be a very quick draw, if not already pre-made.  I push for decisions in a hurry, to recreate the stress that the characters are feeling.  Combat should be intense, and maybe a little confusing, and could even lead to mistakes (on both sides).  

Back to the topic at hand.  Narration is great for building tension.  Another fun technique is the commercial break: &lt;i&gt;&quot;The grinding sound of stone on stone draws your attention back to the altar.  The lid to the sarcophagus begins to slide of its own accord.  You can see some movement in the darkness inside.  I&#039;m going to take a leak and grab a Coke.  Anyone want anything?&quot;&lt;/i&gt;

Mwa.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7061&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>It&#8217;s on the other side of the spectrum, but Fritz Leiber changes his sentence structure from flowing to choppy every time combat happened.  A number of other authors do this as well, but I first noticed it in a Lankhmar story.</p>
<p>I try to dive into combat quickly and abruptly.  In d20, I&#8217;d have initiative pre-rolled and the cards sorted.  The map would be a very quick draw, if not already pre-made.  I push for decisions in a hurry, to recreate the stress that the characters are feeling.  Combat should be intense, and maybe a little confusing, and could even lead to mistakes (on both sides).  </p>
<p>Back to the topic at hand.  Narration is great for building tension.  Another fun technique is the commercial break: <i>&#8220;The grinding sound of stone on stone draws your attention back to the altar.  The lid to the sarcophagus begins to slide of its own accord.  You can see some movement in the darkness inside.  I&#8217;m going to take a leak and grab a Coke.  Anyone want anything?&#8221;</i></p>
<p>Mwa.
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		<title>By: Zig</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-and-complexity-does-not-equal-drama-and-action/comment-page-1#comment-7059</link>
		<dc:creator>Zig</dc:creator>
		<pubDate>Wed, 19 Aug 2009 14:43:04 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-7058&#039; rel=&quot;nofollow&quot;&gt;@Rafe&lt;/a&gt; - That&#039;s an excellent point. When my players&#039; characters are in different locations I always cut back and forth at cliff hanger moments. It keeps the players on the edge of their seats and anxious which builds up the drama.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7059&#039;,&#039;Zig&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-7058' rel="nofollow">@Rafe</a> &#8211; That&#8217;s an excellent point. When my players&#8217; characters are in different locations I always cut back and forth at cliff hanger moments. It keeps the players on the edge of their seats and anxious which builds up the drama.
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		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/gming-advice/challenge-and-complexity-does-not-equal-drama-and-action/comment-page-1#comment-7058</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Wed, 19 Aug 2009 12:10:52 +0000</pubDate>
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		<description>A great way to build tension is to cut away to another player at the table.  Obviously, this only works if the party is split up into two groups or more.  In your example, that&#039;s fairly easy.  Only one person can be cutting the wire.  &quot;You reach forward to cut the wire, and........ John.  What is Cassandra doing?&quot;  Forcing a player to wait (for a good reason!) at a critical moment can have a huge effect, usually positive.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7058&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>A great way to build tension is to cut away to another player at the table.  Obviously, this only works if the party is split up into two groups or more.  In your example, that&#8217;s fairly easy.  Only one person can be cutting the wire.  &#8220;You reach forward to cut the wire, and&#8230;&#8230;.. John.  What is Cassandra doing?&#8221;  Forcing a player to wait (for a good reason!) at a critical moment can have a huge effect, usually positive.
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