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> Warning/Review For SRM03-10 Spin Control, Runs way way long
LurkerOutThere
post Sep 28 2010, 12:02 AM
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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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Neurosis
post Sep 28 2010, 11:08 PM
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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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LurkerOutThere
post Sep 29 2010, 06:05 AM
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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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Chance359
post Sep 29 2010, 06:16 AM
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We've only had to finish in the parking lot a few times...
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