tag:blogger.com,1999:blog-7817710432110712270.post4586622059739430124..comments2024-03-28T15:32:19.036-04:00Comments on Dungeon Fantastic: Some play reflections on 5-second turnsPeter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-7817710432110712270.post-17488874081853569492015-06-11T17:08:18.901-04:002015-06-11T17:08:18.901-04:00Important caveat for the Alien Menace game: as soo...Important caveat for the Alien Menace game: as soon as "contact" happened, we reverted to 1-second turns. Only the measured advance in formation (or even crazy wandering all over the place) was in five second intervals.<br /><br />Because I agree with you. When action is happening, it happens second by second. Where GURPS goes "wrong" is that some actions just take longer, and that a lot of time can go by that doesn't seem like it. <br /><br />I'm not sure how to do that, though I have ideas. It means that both GMs and players have to be OK with going around the table once or thrice with everyone hiding behind a proverbial box.Douglas Colehttps://www.blogger.com/profile/04292678529266123501noreply@blogger.com