Skinnyghost
06-26-2009, 01:40 AM
Hi all.
Just ran through the "Find the Grain Peddler" with some friends and I have a question. The pacing of the game seemed really fast and I was wondering if we were doing it wrong. I mean, we went through three GM and three Player turns in about four hours. Is that unusual? We stopped when each "Mission" was resolved.
The first mission was "Find the Grain Peddler" which we resolved after three tests (Wilderness, Weather, Mouse) with a complication on Wilderness leading to a Weather twist. This meant we moved on to the PC's turn after about two hours. The grain peddler managed to get away in the last encounter, as it was a chase resulting from a failed Scout roll to sneak up on the Peddler un-seen. They managed to track him down.
The PC's had an Argument Conflict to see what to do next, with Kenzie and Saxon fighting over what to do. This led to establishing the next Mission as "Return to Lockhaven for new orders." This resolved in a Pathfinder obstacle and Journey conflict.
After a relatively uneventful player phase and some rules checking, we dove into a third Mission - "Find the source of the conspiracy" with a bunch of mousey-type conflicts.
Is that reasonably normal? I mean, I got the impression it was a one-GM-turn / one-player-turn per session kind of deal.
Anyone have any insights into the pacing? Everyone loved the game and the setting (aside from one player who thought the game was too "skill list" and "rules checking" heavy, but we've just come from Dogs in the Vineyard and he's sort of anti-crunch to begin with...) but I was concerned about "doing it right".
Just ran through the "Find the Grain Peddler" with some friends and I have a question. The pacing of the game seemed really fast and I was wondering if we were doing it wrong. I mean, we went through three GM and three Player turns in about four hours. Is that unusual? We stopped when each "Mission" was resolved.
The first mission was "Find the Grain Peddler" which we resolved after three tests (Wilderness, Weather, Mouse) with a complication on Wilderness leading to a Weather twist. This meant we moved on to the PC's turn after about two hours. The grain peddler managed to get away in the last encounter, as it was a chase resulting from a failed Scout roll to sneak up on the Peddler un-seen. They managed to track him down.
The PC's had an Argument Conflict to see what to do next, with Kenzie and Saxon fighting over what to do. This led to establishing the next Mission as "Return to Lockhaven for new orders." This resolved in a Pathfinder obstacle and Journey conflict.
After a relatively uneventful player phase and some rules checking, we dove into a third Mission - "Find the source of the conspiracy" with a bunch of mousey-type conflicts.
Is that reasonably normal? I mean, I got the impression it was a one-GM-turn / one-player-turn per session kind of deal.
Anyone have any insights into the pacing? Everyone loved the game and the setting (aside from one player who thought the game was too "skill list" and "rules checking" heavy, but we've just come from Dogs in the Vineyard and he's sort of anti-crunch to begin with...) but I was concerned about "doing it right".