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Help! My DND Isn't Board Game-ish Enough!
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<blockquote data-quote="DonTadow" data-source="post: 3052065" data-attributes="member: 22622"><p>Yeah I really don't see where board games comes into play. If you dont have enough time just be more open to differences between player level and encounter management. There's no need to break out pieces and take hte role playing out the game. </p><p></p><p>1. Negate XP and just tell players when they level. That way everyone levels at the same time. I had DM's do this up until my third or fourth campaign. </p><p></p><p>2. Run modules, the dungeon crawl classics line is perfect for your game. The adventures are usuall ywell broken up with synospsis at each chapter. They are also bult for a wide range of four levels. If their too long and you want bottled adventures, check rpgnow for some of the inexpensive adventure. They usually only require 4-6 hours. YOu can form your game around the concept of being eposodic, like Masters of the Universe. Create an overarching campaign arch out of the seperate adventures (as they come up) and the in game stuff. Take a reoccuring villian from one module and plop him in the other to give the pcs a feeling of continuity. </p><p></p><p>3. Cut down on combat time is just DM managing of combat a bit better. WE all have problems with it. Try combinig dice rolls, not confirming criticals, and timelimits on players turns. </p><p></p><p>HOpefully this might work for you. Else you coud always buy a copy of the dungeons and dragons board game if you want a board game style dungeons and dragons (but it sounds like you just want to play regular d and d with real man's time constraints.)</p></blockquote><p></p>
[QUOTE="DonTadow, post: 3052065, member: 22622"] Yeah I really don't see where board games comes into play. If you dont have enough time just be more open to differences between player level and encounter management. There's no need to break out pieces and take hte role playing out the game. 1. Negate XP and just tell players when they level. That way everyone levels at the same time. I had DM's do this up until my third or fourth campaign. 2. Run modules, the dungeon crawl classics line is perfect for your game. The adventures are usuall ywell broken up with synospsis at each chapter. They are also bult for a wide range of four levels. If their too long and you want bottled adventures, check rpgnow for some of the inexpensive adventure. They usually only require 4-6 hours. YOu can form your game around the concept of being eposodic, like Masters of the Universe. Create an overarching campaign arch out of the seperate adventures (as they come up) and the in game stuff. Take a reoccuring villian from one module and plop him in the other to give the pcs a feeling of continuity. 3. Cut down on combat time is just DM managing of combat a bit better. WE all have problems with it. Try combinig dice rolls, not confirming criticals, and timelimits on players turns. HOpefully this might work for you. Else you coud always buy a copy of the dungeons and dragons board game if you want a board game style dungeons and dragons (but it sounds like you just want to play regular d and d with real man's time constraints.) [/QUOTE]
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