I ran my 1st "World of the Stick" adventure last night.
It was a basic 4 room dungeon crawl to clean out the kobold raiders nest.
3 PCs (half-orc monk, half-orc barbarian, half-elven spellthief)
We started at 7 PM. We got done at 9 PM. The PCs "won"
We had the following encounters:
meet Earl Grayson, owner of Grayson Tea Trading Company to hire them to kill kobolds
meet some hick on the road that directed them to nearest kobold dungeon
kill 2 kobold guards outside dungeon
kill 3 kobolds in Room 1
kill 2 kobold hallway patrol while disarming DC21 trap
kill 2 kobolds & kobold wizard in room 4
while being ambushed from behind by orc and 4 more kobolds
scoop the loot, get XP, go home
There were 4 distinct encounters (init was rolled, kobolds were killed).
We had a battlemat. I drew out a mini-map as the party advanced so they could see where they been, and get a sense of which directions they could go.
We had probably 3 attacks of opportunity that came up.
Here's what I surmise was how we got through everything so fast. The players did not dick around and waste time on their turns. Their turn came up, they moved, they rolled, they dealt damage. They didn't argue about rules. They had a battlemat and a mini-map, so they weren't wonderering where things were or where they were. They paid attention to the game.
Here's the slowest things that happened:
some players had to goto bathroom
we had to look up the Charging rule
a player had a round of indecision at one point
If you're game isn't going fast, take some notes. Write down any times that come up where you feel that things are going slow. Those are the areas that are probably the problem. I bet the common trend will be:
rules lookups
rules debates (can I or can't I do X)
"what's going on" repeat explanations
doing math the hard way ("10 + 2 + um .....3 is uh .... 16, right?")
can't make up their mindisms ("I'm going to .... uh...no wait... I don't want to do that....")
It was a basic 4 room dungeon crawl to clean out the kobold raiders nest.
3 PCs (half-orc monk, half-orc barbarian, half-elven spellthief)
We started at 7 PM. We got done at 9 PM. The PCs "won"
We had the following encounters:
meet Earl Grayson, owner of Grayson Tea Trading Company to hire them to kill kobolds
meet some hick on the road that directed them to nearest kobold dungeon
kill 2 kobold guards outside dungeon
kill 3 kobolds in Room 1
kill 2 kobold hallway patrol while disarming DC21 trap
kill 2 kobolds & kobold wizard in room 4
while being ambushed from behind by orc and 4 more kobolds
scoop the loot, get XP, go home
There were 4 distinct encounters (init was rolled, kobolds were killed).
We had a battlemat. I drew out a mini-map as the party advanced so they could see where they been, and get a sense of which directions they could go.
We had probably 3 attacks of opportunity that came up.
Here's what I surmise was how we got through everything so fast. The players did not dick around and waste time on their turns. Their turn came up, they moved, they rolled, they dealt damage. They didn't argue about rules. They had a battlemat and a mini-map, so they weren't wonderering where things were or where they were. They paid attention to the game.
Here's the slowest things that happened:
some players had to goto bathroom
we had to look up the Charging rule
a player had a round of indecision at one point
If you're game isn't going fast, take some notes. Write down any times that come up where you feel that things are going slow. Those are the areas that are probably the problem. I bet the common trend will be:
rules lookups
rules debates (can I or can't I do X)
"what's going on" repeat explanations
doing math the hard way ("10 + 2 + um .....3 is uh .... 16, right?")
can't make up their mindisms ("I'm going to .... uh...no wait... I don't want to do that....")