Warning/Review For SRM03-10 Spin Control, Runs way way long |
Warning/Review For SRM03-10 Spin Control, Runs way way long |
Sep 28 2010, 12:02 AM
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#1
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Runner Group: Dumpshocked Posts: 2,946 Joined: 1-June 09 From: Omaha Member No.: 17,234 |
Before anyone gets the wrong impression I think this is a good mod, any rough spots it has are only there because it has a derth of material.
Now having set out that disclaimer: This module really needed to be broken into two missions as there is at least 5-8 hours worth of material there between the different gangs and their requirements and the affiliation system. The module suffers a little bit from too many plot lines syndrome. |
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Sep 28 2010, 11:08 PM
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#2
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Moving Target Group: Members Posts: 935 Joined: 2-September 10 Member No.: 19,000 |
I personally can't imagine anyone actually running ANY SR Mission in under four hours.
For those GMs that do, I salute you. |
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Sep 29 2010, 06:05 AM
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#3
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Runner Group: Dumpshocked Posts: 2,946 Joined: 1-June 09 From: Omaha Member No.: 17,234 |
My group tends to clock in right about 4 hours for a ny mod. Big combats are what tend to slow us down as does lots of player/character debate.
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Sep 29 2010, 06:16 AM
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#4
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Moving Target Group: Members Posts: 993 Joined: 26-February 02 Member No.: 313 |
We've only had to finish in the parking lot a few times...
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Lo-Fi Version | Time is now: 4th February 2025 - 10:43 PM |
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