Oct 17, 2012 06:43
Jamais Vue is the recent game I like most in part because we took a long time building it and have run it enough to know where the bumps are and how to fix them. So we are. As part of the tightening we are also going to squeeze part of the second three hours into the first three which I think will be interesting.
As a matter of principle I always try to have enough spare plot to fill an extra couple of hours of play time in case the players burn through the main plot fast enough. Timed events can deliberately slow things down and its less of an issue in full weekend games but for a 4 hours game (really a three hour game) I refuse to assume my players wont see through my puzzles, work our solutions to the insoluable personal problems and in all other ways demolish the barriers we have set up.
This is the flip side to Andrew's blow up the game method of guarenteeing a climax. JV had one of those too but overall I think it was a mistake and we are fixing it. Lets just hope we can get a few players for a game which has run before more than once. At least we know it can run from 7 to 24 players and I think it can actually crunch down to 2 players if necessary. All be it, it is a very different game for 2 for 8 for 16. 16 to 24 sre the same game but we lose the second ring of players and plots.
Now I just need a couple of floor GMs to help run it as my core team are busy elsewhere that weekend.