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<blockquote data-quote="Ralif Redhammer" data-source="post: 7457514" data-attributes="member: 30438"><p>I’ll certainly agree with ccs that timing is important. If you run over, you might have to just handwave the last part away, people might have to outright leave the table to get to their next event, or then be stuck scrambling to get there when it does end. That being said, I don’t always mind when I get out 30-45 minutes early from a game. For me, that means more time to get something to eat, or some time at the dealer’s room.</p><p></p><p>Players will show up with a range of experience with whichever system you’re running. Ken St. Andre, when running Tunnels & Trolls, has a wonderful ability to explain things as they are happening, rather than stopping the game to do so.</p><p></p><p>Remember character names. Players respond better to “Folgar the dwarf,” than “Hey you.” If they give you little details and you can work them into the adventure, just a little, that makes a big impact. In general, when you can make the PCs feel like they are the stars of the adventure, rather than the third group that’s gone through it today, that is awesome.</p><p></p><p>Above all, people are looking to have fun. Focus on that and bringing the game world to life, and the rest will follow.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 7457514, member: 30438"] I’ll certainly agree with ccs that timing is important. If you run over, you might have to just handwave the last part away, people might have to outright leave the table to get to their next event, or then be stuck scrambling to get there when it does end. That being said, I don’t always mind when I get out 30-45 minutes early from a game. For me, that means more time to get something to eat, or some time at the dealer’s room. Players will show up with a range of experience with whichever system you’re running. Ken St. Andre, when running Tunnels & Trolls, has a wonderful ability to explain things as they are happening, rather than stopping the game to do so. Remember character names. Players respond better to “Folgar the dwarf,” than “Hey you.” If they give you little details and you can work them into the adventure, just a little, that makes a big impact. In general, when you can make the PCs feel like they are the stars of the adventure, rather than the third group that’s gone through it today, that is awesome. Above all, people are looking to have fun. Focus on that and bringing the game world to life, and the rest will follow. [/QUOTE]
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