aaronschmidt says:
I am in one of Szemely's games (Kingdom of Birodalom) and that is my guide of what a good game should be. I feel his pacing really works. He intersperses RP with action and the game has a mystery element. It is fun not knowing. But also part of what makes that game good is that the players are very engaged. They use italics to express their characters thoughts. This helps the other players learn more about the characters internal voice and their motivation. They also post quite regularly.
Thanks for the kind words!
This does touch on what Qralloq had mentioned earlier; and while I'm obviously not able to 'read the table' as it were, three of the players in Birodalom are people that I've been both playing and interacting with on this site for over two years now. I'm comfortable running games for them and playing in games they run. I think we all know what to expect from each other and that is an immense help in both pacing things and just having a damned good time. You've been a great addition to the group and I'm looking forward to see what direction the four of you take the story.
Nikcollini says:
That is something that I've noticed too. Combat seems to be way less fun in this format, in my opinion. I sort of groan at the thought of prolonged fights sometimes.
Prolonged combats can be a real pain, especially when it gets down to the "I attack again" phase. One thing that helps a bit is handling initiative as a group thing more than "you go, then they go, then that guy goes, then...". I think from here on out I'm going to use the SWRPG method for handling initiative and just have assigned slots that anyone can jump into at any point during the round.
But like Naat says, if the outcome is obvious, just RP that sucker done and move on. :-)