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Community
General Tabletop Discussion
*Dungeons & Dragons
DM Needs Help Finding Pacing/RP Balance
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<blockquote data-quote="pontinyc" data-source="post: 6938396" data-attributes="member: 6749050"><p>Warning; wall of text and slightly nebulous question incoming.</p><p></p><p>So I just finished another session of Rise of the Rune Lords which I'm adapting to 5e (primarily using pre-adapted versions of monsters I've found online). It was. . . fine. My players were pretty solidly involved for the first two hours but faded pretty seriously in the last hour. To be fair, we went until 11:30 pm and people have work, kids, etc. to deal with during the day. But I think the problem is primarily me.</p><p></p><p>I really tried to move things along this time after having watched Matt Mercer do so with aplomb recently. However, this came at the expense of good rp and investment in the combat, I think. I had them rp/describe most killing blows, I rp'd the goblin captives they took, I made ridiculous Bunyip noises when they fed it a goblin druid, etc. And yet I think the whole thing felt a little rushed which, in turn, made it feel uninspired. In the past, however, I've gotten the sense that I'm taking too long describing combat, npc's, etc.</p><p></p><p>One thing to note, five out of six of us are professional actors which actually doesn't help things. Most everyone feels a little self-conscious rp-ing their characters as we're not at work, if that makes any sense. So the sessions generally feel a little shut down.</p><p></p><p>Anyway, the question really is. . . I feel like I'm incorporating the elements I see Dm's incorporate that I like to watch, but with nowhere near the level of success. Anyone have any recommendations/resources they might suggest other than just, "Keep at it, it'll get better," though encouraging words are, of course, appreciated. </p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="pontinyc, post: 6938396, member: 6749050"] Warning; wall of text and slightly nebulous question incoming. So I just finished another session of Rise of the Rune Lords which I'm adapting to 5e (primarily using pre-adapted versions of monsters I've found online). It was. . . fine. My players were pretty solidly involved for the first two hours but faded pretty seriously in the last hour. To be fair, we went until 11:30 pm and people have work, kids, etc. to deal with during the day. But I think the problem is primarily me. I really tried to move things along this time after having watched Matt Mercer do so with aplomb recently. However, this came at the expense of good rp and investment in the combat, I think. I had them rp/describe most killing blows, I rp'd the goblin captives they took, I made ridiculous Bunyip noises when they fed it a goblin druid, etc. And yet I think the whole thing felt a little rushed which, in turn, made it feel uninspired. In the past, however, I've gotten the sense that I'm taking too long describing combat, npc's, etc. One thing to note, five out of six of us are professional actors which actually doesn't help things. Most everyone feels a little self-conscious rp-ing their characters as we're not at work, if that makes any sense. So the sessions generally feel a little shut down. Anyway, the question really is. . . I feel like I'm incorporating the elements I see Dm's incorporate that I like to watch, but with nowhere near the level of success. Anyone have any recommendations/resources they might suggest other than just, "Keep at it, it'll get better," though encouraging words are, of course, appreciated. Thanks! [/QUOTE]
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DM Needs Help Finding Pacing/RP Balance
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