LovelyNipper
First Post
What method to people use to keep the game moving at a good clip? I have found to ways to go about it.
1. I can hook players and let them investigate and hunt down the evildoers.
2. I can plop the characters into an active situation and explain how they got there with a narritive like is often done in TV shows.
I've noticed using style #1 causes my players to be very cautious. Often times I ask, "So how long do you just wait hiding in front of the lair. One hour? Two? Until something happens." Which is really annoying for both the players and DM. Especially when they are hunting an evil that doesn't want to be disturbed. Or a band of cultists who are happy to finish the dark ritual and then go out to meet any adventurers.
Sometimes this works out okay. Not always though and I don't know how to fix it except to have the bad guys behave stupidly and start coming after the players when there isn't a good reason.
Style #2 always leads to fun. They really seem to like starting the session with a description of how the heros cannily located the stronghold and are just finishing picking the lock on the side door only to hear the footsteps of the approching ogres. But after the game is over the players say they would have liked to play out the intro narrative.
Please give advice, tell me about yet unknown style #3, and tell me how to help my players get into the action in time based stories.
Thank you,
LovelyNipper
1. I can hook players and let them investigate and hunt down the evildoers.
2. I can plop the characters into an active situation and explain how they got there with a narritive like is often done in TV shows.
I've noticed using style #1 causes my players to be very cautious. Often times I ask, "So how long do you just wait hiding in front of the lair. One hour? Two? Until something happens." Which is really annoying for both the players and DM. Especially when they are hunting an evil that doesn't want to be disturbed. Or a band of cultists who are happy to finish the dark ritual and then go out to meet any adventurers.
Sometimes this works out okay. Not always though and I don't know how to fix it except to have the bad guys behave stupidly and start coming after the players when there isn't a good reason.
Style #2 always leads to fun. They really seem to like starting the session with a description of how the heros cannily located the stronghold and are just finishing picking the lock on the side door only to hear the footsteps of the approching ogres. But after the game is over the players say they would have liked to play out the intro narrative.
Please give advice, tell me about yet unknown style #3, and tell me how to help my players get into the action in time based stories.
Thank you,
LovelyNipper
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