“I think at the time we were really heavily influenced by Warcraft, we were playing a lot of it and it felt really good,” Oster starts explaining. “But when you threw a party in with the second edition D&D rules it turned into a hairball so fast, things were happening so quickly you couldn’t really control it. And we got talking about it and the feeling was that by going strictly turn-based it would just slow the gameplay down too much. So we kind of thought about it almost more like an [American] football game where it’s going and then you stop and you make a call, you make a play, and then the game continues on. As long as the game’s flowing well, don’t interrupt it. So that’s really kind of where the pause-in-play came out, it was us trying to keep the game flowing but at the same time trying to allow that additional element of tactics, thinking through your strategy and executing your strategy.”