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	Comments on: 11 Table Rules For Speed	</title>
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	<link>https://www.campaignmastery.com/blog/11-table-rules-for-speed/</link>
	<description>Expert advice on creating and running exceptional campaigns. Winner,&#160;Silver&#160;Ennie 2016 for Best RPG Blog!</description>
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		<title>
		By: RPT Gems #4 - Roleplaying Tips		</title>
		<link>https://www.campaignmastery.com/blog/11-table-rules-for-speed/comment-page-1/#comment-67313</link>

		<dc:creator><![CDATA[RPT Gems #4 - Roleplaying Tips]]></dc:creator>
		<pubDate>Mon, 22 Sep 2014 15:01:08 +0000</pubDate>
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					<description><![CDATA[[&#8230;] wrote this article for Campaign Mastery. Want to speed up player turns? Try these [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] wrote this article for Campaign Mastery. Want to speed up player turns? Try these [&#8230;]</p>
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		<title>
		By: No Expense Spared &#124; Just Crunch Games		</title>
		<link>https://www.campaignmastery.com/blog/11-table-rules-for-speed/comment-page-1/#comment-24991</link>

		<dc:creator><![CDATA[No Expense Spared &#124; Just Crunch Games]]></dc:creator>
		<pubDate>Wed, 25 Jul 2012 10:26:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=4817#comment-24991</guid>

					<description><![CDATA[[...] 11 Table Rules For Speed(campaignmastery.com)            This entry was posted in RPG Design and tagged Character sheet, Combat, Dice, dice pool, Game, Player character, SIMU, Something I Made Up by Paul Baldowski. Bookmark the permalink. [...]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] 11 Table Rules For Speed(campaignmastery.com)            This entry was posted in RPG Design and tagged Character sheet, Combat, Dice, dice pool, Game, Player character, SIMU, Something I Made Up by Paul Baldowski. Bookmark the permalink. [&#8230;]</p>
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		<title>
		By: Mike		</title>
		<link>https://www.campaignmastery.com/blog/11-table-rules-for-speed/comment-page-1/#comment-24703</link>

		<dc:creator><![CDATA[Mike]]></dc:creator>
		<pubDate>Sun, 08 Jul 2012 04:54:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=4817#comment-24703</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.campaignmastery.com/blog/11-table-rules-for-speed/comment-page-1/#comment-24699&quot;&gt;Robert McLean&lt;/a&gt;.

Your comments need some clarification, Robert. Are you saying the players won&#039;t change seating order from a habitual arrangement or won&#039;t change seating order from the places they chose when setting up for the day?

The distinction is important, because if we&#039;re talking about the latter of the two, there is a possible compromise that may gat you half-way there: mandating seating in order of initiative &lt;em&gt;modifier.&lt;/em&gt; It will rarely be perfect, but on average it should work out.

Johnn will be pleased to hear that you&#039;re getting so much out of Faster Combat. He&#039;s very proud of it.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.campaignmastery.com/blog/11-table-rules-for-speed/comment-page-1/#comment-24699">Robert McLean</a>.</p>
<p>Your comments need some clarification, Robert. Are you saying the players won&#8217;t change seating order from a habitual arrangement or won&#8217;t change seating order from the places they chose when setting up for the day?</p>
<p>The distinction is important, because if we&#8217;re talking about the latter of the two, there is a possible compromise that may gat you half-way there: mandating seating in order of initiative <em>modifier.</em> It will rarely be perfect, but on average it should work out.</p>
<p>Johnn will be pleased to hear that you&#8217;re getting so much out of Faster Combat. He&#8217;s very proud of it.</p>
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		<title>
		By: Robert McLean		</title>
		<link>https://www.campaignmastery.com/blog/11-table-rules-for-speed/comment-page-1/#comment-24699</link>

		<dc:creator><![CDATA[Robert McLean]]></dc:creator>
		<pubDate>Sun, 08 Jul 2012 01:28:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=4817#comment-24699</guid>

					<description><![CDATA[I personally think Seating = Initiative is the best of these, but I can&#039;t convince my the players to change seats. There have been times where we have changed the initiative order slightly to match the seating, but they won&#039;t physically get up and change. When seating has matched initiative not only did play speed up because we knew who was next, but there was more teamwork right across the table because everyone knew who was next.

BTW, I am getting a lot from the Faster Combat course. I highly recommend it.]]></description>
			<content:encoded><![CDATA[<p>I personally think Seating = Initiative is the best of these, but I can&#8217;t convince my the players to change seats. There have been times where we have changed the initiative order slightly to match the seating, but they won&#8217;t physically get up and change. When seating has matched initiative not only did play speed up because we knew who was next, but there was more teamwork right across the table because everyone knew who was next.</p>
<p>BTW, I am getting a lot from the Faster Combat course. I highly recommend it.</p>
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		<title>
		By: @CloudOfDaggers		</title>
		<link>https://www.campaignmastery.com/blog/11-table-rules-for-speed/comment-page-1/#comment-24558</link>

		<dc:creator><![CDATA[@CloudOfDaggers]]></dc:creator>
		<pubDate>Mon, 25 Jun 2012 19:38:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=4817#comment-24558</guid>

					<description><![CDATA[Good stuff. I especially like &#039;no takebacks&#039; and &#039;announce end of turn&#039;. I can&#039;t count the number of times that my players have had to rewind the turn order because they forgot to add a damage bonus or because they forgot to announce their Hunter&#039;s Quarry, etc. I generally tell them, &quot;everybody gets one,&quot; implying that they won&#039;t get to rewind on subsequent turns, but even that bogs down play if EVERYBODY gets one. That could be five or six times we have to stop someone&#039;s turn to go back and redo some math or positioning. Thanks for sharing.]]></description>
			<content:encoded><![CDATA[<p>Good stuff. I especially like &#8216;no takebacks&#8217; and &#8216;announce end of turn&#8217;. I can&#8217;t count the number of times that my players have had to rewind the turn order because they forgot to add a damage bonus or because they forgot to announce their Hunter&#8217;s Quarry, etc. I generally tell them, &#8220;everybody gets one,&#8221; implying that they won&#8217;t get to rewind on subsequent turns, but even that bogs down play if EVERYBODY gets one. That could be five or six times we have to stop someone&#8217;s turn to go back and redo some math or positioning. Thanks for sharing.</p>
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		<title>
		By: Weekly Assembly: On Lists, Interviews, and Conspiracies &#124; The Gamer Assembly		</title>
		<link>https://www.campaignmastery.com/blog/11-table-rules-for-speed/comment-page-1/#comment-24464</link>

		<dc:creator><![CDATA[Weekly Assembly: On Lists, Interviews, and Conspiracies &#124; The Gamer Assembly]]></dc:creator>
		<pubDate>Mon, 18 Jun 2012 14:35:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=4817#comment-24464</guid>

					<description><![CDATA[[...] 11 Table Rules For Speed by Johnn Four at Campaign Mastery: Johnn Four writes an in-depth article about combat speed, along with 11 rules for speeding up combat. I particularly like the &#8220;snacks after combat&#8221; rule. [...]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] 11 Table Rules For Speed by Johnn Four at Campaign Mastery: Johnn Four writes an in-depth article about combat speed, along with 11 rules for speeding up combat. I particularly like the &#8220;snacks after combat&#8221; rule. [&#8230;]</p>
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