Quote:
Originally Posted by Kromm
However, I'm also not sure why long is necessarily bad. Why shouldn't a life-or-death struggle use up a little more game time than other things? Flow is one thing; pacing is another. It's hard to pace a game where the most critical contests take less time than long stretches of less-critical development.
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I've had fights that took an entire session, and they were the highlight of the campaign. The problem isn't "long," it's "boring," and those two aren't necessarily the same, provided the rules of the game are sufficiently interesting. GURPS generally is.