Inari7 | 10 May 2012 10:09 p.m. PST |
Down time: the time in which your opponents are conducting actions and you are doing nothing. So how much down time can you tolerate during a game? None: each player should be active during all phases of the game. Some, a few minutes Up to a half an hour An hour is reasonable. Does not matter to me as I like to wander about the convention, store or your home
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Martin Rapier | 11 May 2012 2:14 a.m. PST |
Some, all action games can be extremely exhausting for us old duffers. Half an hour as the next option though!!? I find people going outside for a five minute cigarette break just about all I can tolerate though, on a club night at any rate. |
Yesthatphil | 11 May 2012 2:43 a.m. PST |
Games should be constantly engaging, but other players can cover for someone needing to divert their attention. So I prefer multiplayer or doubles games, where players cover for each other. |
etotheipi | 11 May 2012 3:31 a.m. PST |
I like when the off turn has some need to engage. As a more mature individual, I also like opportunities to dash off to the bathroom. I'm with Yesthatphil about multiplayer (giving a longer pause before you have to be back). Even in war, sometimes you have to go and might miss something. |
Sundance | 11 May 2012 5:04 a.m. PST |
Somewhere between some and half an hour. I don't mind downtime, but I do mind when a player slows the game down because they refuse to pay attention and be engaged by the game. |
John the Greater | 11 May 2012 5:51 a.m. PST |
Downtime should be kept to a minimum. Bathroom and smoke breaks come after the joint action phase. |
Lentulus | 11 May 2012 6:48 a.m. PST |
I prefer rules where the opposing player is engaged in some way -- watching for opportunity fire if nothing else. Routine Bio-breaks are part of the plan for the day, but are time outside the game and depend on how long you are going for. My friends and I generally have about an hour of "break time" including lunch in a day of gaming running 6 hours or so. For an evening game as a pub, half an hour total spread over the evening? Time is going to be tight otherwise. |
vojvoda | 11 May 2012 7:49 a.m. PST |
Depends on the game. Campaign games we have gone weeks. JRIII I play real time which means 20 minute turns, 10 minutes per side. VR James Mattes |
Shark Six Three Zero | 11 May 2012 10:56 a.m. PST |
I can tolerate a few minutes between turns. The problem is that conversations break out and players become distracted if down time is more than a few minutes. Campaigns can drive me crazy when a player commits to controlling a force and then is more than a day late past the deadline in the response to the group. Many a campaign have ended due to delayed actions and responses. |
Cardinal Ximenez | 11 May 2012 2:13 p.m. PST |
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richarDISNEY | 11 May 2012 5:32 p.m. PST |
15 min Max.
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SECURITY MINISTER CRITTER | 12 May 2012 2:12 p.m. PST |
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