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Advice sought: game getting boring
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<blockquote data-quote="Phlebas" data-source="post: 3760890" data-attributes="member: 23810"><p>I wonder if its the fact its a published adventure which means instead of 'winging' it you have to constantly refer to the book to make sure your getting the RP right that makes it take a long time for the RP</p><p></p><p></p><p></p><p>Much as i agree with the sentiment, but given the OP's original query, I've gotta say that in my experience RP with large groups is NOT quick and puts a lot of workload on the DM. Combat, especially with initiative turns at least, means you can focus on one player at a time and everyone gets a go. Since i'm not a fan of all combat adventures and want to have RP and plot and non-combat encounters and puzzles, all of which needs a lot of DM - player interaction, that means either cloning the DM or limiting the numbers of players</p><p></p><p></p><p></p><p>slightly off topic here</p><p>I'm playing in shackled city too, and we have queried how tough it is - more because of the number of breaks we need before going back in to finish of an area than the danger of TPK since we've only had one fatality so far. But i do think there's an issue that some published adventures are designed to challenge an optimised gaming style that doesn't always mesh if you have a RP bias to PC's or don't want to play SWAT d20. Just MHO and hope you can get the game back on track.</p><p>/off topic</p></blockquote><p></p>
[QUOTE="Phlebas, post: 3760890, member: 23810"] I wonder if its the fact its a published adventure which means instead of 'winging' it you have to constantly refer to the book to make sure your getting the RP right that makes it take a long time for the RP Much as i agree with the sentiment, but given the OP's original query, I've gotta say that in my experience RP with large groups is NOT quick and puts a lot of workload on the DM. Combat, especially with initiative turns at least, means you can focus on one player at a time and everyone gets a go. Since i'm not a fan of all combat adventures and want to have RP and plot and non-combat encounters and puzzles, all of which needs a lot of DM - player interaction, that means either cloning the DM or limiting the numbers of players slightly off topic here I'm playing in shackled city too, and we have queried how tough it is - more because of the number of breaks we need before going back in to finish of an area than the danger of TPK since we've only had one fatality so far. But i do think there's an issue that some published adventures are designed to challenge an optimised gaming style that doesn't always mesh if you have a RP bias to PC's or don't want to play SWAT d20. Just MHO and hope you can get the game back on track. /off topic [/QUOTE]
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