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	<title>Comments on: Short Sessions: Time-Saving Tips</title>
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		<title>By: System matters &#8722; Episode 23 &#8211; Zeitersparnis</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-time-saving-tips/comment-page-1#comment-8123</link>
		<dc:creator>System matters &#8722; Episode 23 &#8211; Zeitersparnis</dc:creator>
		<pubDate>Fri, 20 Nov 2009 18:15:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1334#comment-8123</guid>
		<description>[...] vielleicht die ein oder andere Minute an einem Spielabend einsparen kann. Basis des ganzen ist ein Artikel von Walt Ciechanowski bei Gnome Stew. Und auch wenn ihr diese Woche Zeit beim Podcast spart, sind wir nächste Woche wieder länger und [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8123&#039;,&#039;System matters &minus; Episode 23 &#8211; Zeitersparnis&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] vielleicht die ein oder andere Minute an einem Spielabend einsparen kann. Basis des ganzen ist ein Artikel von Walt Ciechanowski bei Gnome Stew. Und auch wenn ihr diese Woche Zeit beim Podcast spart, sind wir nächste Woche wieder länger und [...]
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		<title>By: DocRyder</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-time-saving-tips/comment-page-1#comment-2514</link>
		<dc:creator>DocRyder</dc:creator>
		<pubDate>Thu, 02 Oct 2008 02:53:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1334#comment-2514</guid>
		<description>Gumshoe is built on the &quot;Assume Competency&quot; model. The assumption is that the characters find the clues, the rolls are for interpretation.

Players can also use a couple of these. I&#039;ve known a couple of players who scour the Internet and magazines for photos to use to represent their characters. They can also use familiar locations for their own homes.

I&#039;ve also picked up realty books with floor layouts, and pretty much any building maps I can find. I also have a book full of &quot;maps&quot; based on TV sets. All of these are useful as &quot;Familiar Locations.&quot;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2514&#039;,&#039;DocRyder&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Gumshoe is built on the &#8220;Assume Competency&#8221; model. The assumption is that the characters find the clues, the rolls are for interpretation.</p>
<p>Players can also use a couple of these. I&#8217;ve known a couple of players who scour the Internet and magazines for photos to use to represent their characters. They can also use familiar locations for their own homes.</p>
<p>I&#8217;ve also picked up realty books with floor layouts, and pretty much any building maps I can find. I also have a book full of &#8220;maps&#8221; based on TV sets. All of these are useful as &#8220;Familiar Locations.&#8221;
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-time-saving-tips/comment-page-1#comment-2498</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 01 Oct 2008 13:24:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1334#comment-2498</guid>
		<description>Nice coverage of the topic.  I&#039;ve unconsciously been adopting the &quot;Assume Competency&quot; aspect, but now I&#039;ll make it a conscious decision.  

My battlecry when time gets short is &quot;Semper Gumby!&quot;.  Be willing to handwave or skip parts of the adventure if they won&#039;t fit in the time allotted.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2498&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Nice coverage of the topic.  I&#8217;ve unconsciously been adopting the &#8220;Assume Competency&#8221; aspect, but now I&#8217;ll make it a conscious decision.  </p>
<p>My battlecry when time gets short is &#8220;Semper Gumby!&#8221;.  Be willing to handwave or skip parts of the adventure if they won&#8217;t fit in the time allotted.
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		<title>By: Sarlax</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-time-saving-tips/comment-page-1#comment-2492</link>
		<dc:creator>Sarlax</dc:creator>
		<pubDate>Tue, 30 Sep 2008 22:57:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1334#comment-2492</guid>
		<description>&lt;i&gt;One trick I’ve learned in this area is the “second chance” rule. I’ll set the situation up so that the PC will get what she needs even if she fails.&lt;/i&gt;

This just gave me a thought. If there is some critical event, one way to speed things along might be to take the initial check for success as a baseline that grows at a constant rate until success is met. For instance, in Storyteller, the difficulty to pick a lock might be 4. On the first roll, two successes are garnered. After that, each additional turn gains another 2 successes. In D&amp;D, you might add +5 to the original roll, every round, until it&#039;s opened.

This guarantees that success comes, but it includes a penalty for now doing well initially. It also eliminates the slow-down factor of rolling every round, so you can just skip to the outcome.

IE, you have a scene in which the PCs are FBI agents trying to stop terrorists. They&#039;ve caught one but the others are escaping. The DC (using d20 terms) to successfully Intimidate the prisoner into revealing the hideout is 25, and the first roll is a 12. If you have a rule like +5 per time unit, this tells you that the DC is met in 3 units of time, but you don&#039;t have to make the player roll 3 more times to get to the information, which is the whole point of the encounter.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2492&#039;,&#039;Sarlax&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><i>One trick I’ve learned in this area is the “second chance” rule. I’ll set the situation up so that the PC will get what she needs even if she fails.</i></p>
<p>This just gave me a thought. If there is some critical event, one way to speed things along might be to take the initial check for success as a baseline that grows at a constant rate until success is met. For instance, in Storyteller, the difficulty to pick a lock might be 4. On the first roll, two successes are garnered. After that, each additional turn gains another 2 successes. In D&amp;D, you might add +5 to the original roll, every round, until it&#8217;s opened.</p>
<p>This guarantees that success comes, but it includes a penalty for now doing well initially. It also eliminates the slow-down factor of rolling every round, so you can just skip to the outcome.</p>
<p>IE, you have a scene in which the PCs are FBI agents trying to stop terrorists. They&#8217;ve caught one but the others are escaping. The DC (using d20 terms) to successfully Intimidate the prisoner into revealing the hideout is 25, and the first roll is a 12. If you have a rule like +5 per time unit, this tells you that the DC is met in 3 units of time, but you don&#8217;t have to make the player roll 3 more times to get to the information, which is the whole point of the encounter.
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-time-saving-tips/comment-page-1#comment-2489</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Tue, 30 Sep 2008 19:08:45 +0000</pubDate>
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		<description>The second chance rule sounds good even for normal sessions, especially to avoid bottlenecks.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2489&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The second chance rule sounds good even for normal sessions, especially to avoid bottlenecks.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-time-saving-tips/comment-page-1#comment-2485</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 30 Sep 2008 15:35:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1334#comment-2485</guid>
		<description>I like the &quot;assume competency&quot; suggestions, particularly the second chance rule. Extra time, broken tools, and additional complications all sound like good ways to delay success. You get to keep the tension of the roll, but the plot keeps moving forward even on a failure.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2485&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like the &#8220;assume competency&#8221; suggestions, particularly the second chance rule. Extra time, broken tools, and additional complications all sound like good ways to delay success. You get to keep the tension of the roll, but the plot keeps moving forward even on a failure.
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		<title>By: PatrickWR</title>
		<link>http://www.gnomestew.com/gming-advice/short-sessions-time-saving-tips/comment-page-1#comment-2482</link>
		<dc:creator>PatrickWR</dc:creator>
		<pubDate>Tue, 30 Sep 2008 13:09:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1334#comment-2482</guid>
		<description>Short sessions are all about the singular moments: uncovering a key clue, defeating a major villain or pivoting the game around an important plot point. Any one of these elements could be the focal point of a short (&gt;3 hours, in my book) session, but I&#039;d caution against introducing two or more &quot;singular moments&quot; unless the players are really in a mood to cover a lot of ground in a short period of time. It makes the postgame analysis a little less clear (&quot;Well, we drove off the goblins, but then we found the mountain pass leading into the dwarf fortress, so...where do you guys want to leave it?&quot;).&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2482&#039;,&#039;PatrickWR&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Short sessions are all about the singular moments: uncovering a key clue, defeating a major villain or pivoting the game around an important plot point. Any one of these elements could be the focal point of a short (&gt;3 hours, in my book) session, but I&#8217;d caution against introducing two or more &#8220;singular moments&#8221; unless the players are really in a mood to cover a lot of ground in a short period of time. It makes the postgame analysis a little less clear (&#8220;Well, we drove off the goblins, but then we found the mountain pass leading into the dwarf fortress, so&#8230;where do you guys want to leave it?&#8221;).
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