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General Tabletop Discussion
*Dungeons & Dragons
DM Needs Help Finding Pacing/RP Balance
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<blockquote data-quote="iserith" data-source="post: 6938441" data-attributes="member: 97077"><p>Almost everything I say as DM is three to five sentences that frames the environment and presents the basic scope of options followed by "What do you do?" After the players' responses, I quickly provide the result of what they do and then repeat the above. Thus, there is always a call for the players to be describing things they want to do. Often in some kind of unfolding dramatic conflict. It's never "You're in town - what do you do?" That's boring as hell in my opinion and leads nowhere fast.</p><p></p><p>The key point I think - and where I think Mercer fails a lot - is who gets to describe what. The player describes what he or she wants to do. The DM narrates the result. Therefore, the DM in my view shouldn't be the guy or gal doing most of the talking and certainly not describing what the character is doing - only what happens as a result. I have found once everyone knows who gets to say what, things run very quickly and smoothly with everyone engaged and sharing the improvisational load.</p><p></p><p>As for it dragging in your last hour, I recommend thinking about how you can always start and end a session BIG. Chop stuff out of the middle to save time if you have to, but always end on a high, I say. If energy levels at the table are waning because it's a midweek game and folks need to drive home still, consider just coming up with a cliffhanger that makes sense and wrap it early if you must. I think it better to end early on a high note than end later when everyone is in low energy mode.</p></blockquote><p></p>
[QUOTE="iserith, post: 6938441, member: 97077"] Almost everything I say as DM is three to five sentences that frames the environment and presents the basic scope of options followed by "What do you do?" After the players' responses, I quickly provide the result of what they do and then repeat the above. Thus, there is always a call for the players to be describing things they want to do. Often in some kind of unfolding dramatic conflict. It's never "You're in town - what do you do?" That's boring as hell in my opinion and leads nowhere fast. The key point I think - and where I think Mercer fails a lot - is who gets to describe what. The player describes what he or she wants to do. The DM narrates the result. Therefore, the DM in my view shouldn't be the guy or gal doing most of the talking and certainly not describing what the character is doing - only what happens as a result. I have found once everyone knows who gets to say what, things run very quickly and smoothly with everyone engaged and sharing the improvisational load. As for it dragging in your last hour, I recommend thinking about how you can always start and end a session BIG. Chop stuff out of the middle to save time if you have to, but always end on a high, I say. If energy levels at the table are waning because it's a midweek game and folks need to drive home still, consider just coming up with a cliffhanger that makes sense and wrap it early if you must. I think it better to end early on a high note than end later when everyone is in low energy mode. [/QUOTE]
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DM Needs Help Finding Pacing/RP Balance
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