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General Tabletop Discussion
*TTRPGs General
Art of Roleplaying - Pacing and Plot
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<blockquote data-quote="Knightcrawler" data-source="post: 1304012" data-attributes="member: 5097"><p>Yes but a good DM can almost always bring out the best in players and get them involved not matter how mediocre the players are. But if you have a bad DM it doesn't matter if you have the best, most involved players in the world the game is still going to suck. You promise them the story but then the players have to go and find that story and get it moving. And their actions expand the story.</p><p></p><p></p><p></p><p>Exactly! Draw out what is happening too much and the players will get bored. Thats one of the reasons that I use timelines and many sub-plots. If the session is going slow I can bring one of the sub-plots into the foreground to fill the gap in the meta-plot but I still know what is going to happen in the meta-plot. And in rare circumstances I can compact the timeline to speed up the action.</p></blockquote><p></p>
[QUOTE="Knightcrawler, post: 1304012, member: 5097"] Yes but a good DM can almost always bring out the best in players and get them involved not matter how mediocre the players are. But if you have a bad DM it doesn't matter if you have the best, most involved players in the world the game is still going to suck. You promise them the story but then the players have to go and find that story and get it moving. And their actions expand the story. Exactly! Draw out what is happening too much and the players will get bored. Thats one of the reasons that I use timelines and many sub-plots. If the session is going slow I can bring one of the sub-plots into the foreground to fill the gap in the meta-plot but I still know what is going to happen in the meta-plot. And in rare circumstances I can compact the timeline to speed up the action. [/QUOTE]
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