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<blockquote data-quote="Regicide" data-source="post: 4647280" data-attributes="member: 67552"><p>Typically I've removed encounters but granted the XP for them regardless.</p><p> </p><p>Also I'll sometimes run only the first couple rounds of combat to see what players are going to do with it then just descriptively say whats happened. This is best if the players have an encounter that is very similar to one they already had.</p><p></p><p>Also I've found it best not to give the players choice on things that don't matter much. If they find a hole to climb down, ask them their climb skill and tell them they can get down or need ropes, if you just let them, they can bugger off for half an hour trying to figure out the best way to climb down. So if it's not an important encounter, make sure to stay on top of them and keep the time in line with the importance of the encounter.</p><p></p><p>Thats really the important bit if you're in a time crunch, stay on top of making sure time is spent where it's important. You're going to feel like a train engineer, but when you need to get to a point in a given amount of time it isn't the player's job.</p><p></p><p>In your particular case since you have so much ground to cover I'd also give the players 2 or 3 (or even more) levels between adventures/modules and say they spent a few months hunting/training/rescuing princesses/shopping/whatever. To compensate I'd increase the GP horde of module's big baddy at the end of each adventure to compensate for treasure missing from encounters that have been removed, and to give them the cash they'd have gotten in the levels they're going to get between modules.</p></blockquote><p></p>
[QUOTE="Regicide, post: 4647280, member: 67552"] Typically I've removed encounters but granted the XP for them regardless. Also I'll sometimes run only the first couple rounds of combat to see what players are going to do with it then just descriptively say whats happened. This is best if the players have an encounter that is very similar to one they already had. Also I've found it best not to give the players choice on things that don't matter much. If they find a hole to climb down, ask them their climb skill and tell them they can get down or need ropes, if you just let them, they can bugger off for half an hour trying to figure out the best way to climb down. So if it's not an important encounter, make sure to stay on top of them and keep the time in line with the importance of the encounter. Thats really the important bit if you're in a time crunch, stay on top of making sure time is spent where it's important. You're going to feel like a train engineer, but when you need to get to a point in a given amount of time it isn't the player's job. In your particular case since you have so much ground to cover I'd also give the players 2 or 3 (or even more) levels between adventures/modules and say they spent a few months hunting/training/rescuing princesses/shopping/whatever. To compensate I'd increase the GP horde of module's big baddy at the end of each adventure to compensate for treasure missing from encounters that have been removed, and to give them the cash they'd have gotten in the levels they're going to get between modules. [/QUOTE]
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