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*TTRPGs General
Don't Forget the Excitement (when DM-ing)
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<blockquote data-quote="Janx" data-source="post: 5153378" data-attributes="member: 8835"><p>I would re-emphasize my original statement by highliting "boring parts". If it's getting slow, get a move on.</p><p></p><p>If your group is having fun haggling for pitons in character, then that is clearly not Boring.</p><p></p><p>Odds are good though, that if only one PC is on the scene, he's boring the other players (even that depends).</p><p></p><p>Some of the other stuff I've cut out that I consider boring (or it was boring when I ran it, so I stopped doing it):</p><p></p><p>day-by-day, play-by-play travel. I figure out when the next encounter on the road will be (if, when, where, how, what) and I summarize the time that passed and then jump straight into the "while you are all sleeping for the night, and Joe is on guard duty, Joe hears a noise..."</p><p></p><p>I pre-roll any search checks for stuff I know to be hidden, be it traps, doors, items, etc using the best applicable stat of the party. Then when the party gets to it, I either describe them finding it, or describe them not finding it. </p><p></p><p>The result is, the players don't have to hyper-search everything, if it's findable, they probably did, and I'm not going to nail them because they didn't specifically declare searching for it. Game play goes faster, and the PC who spent ranks on search or spot is rewarded.</p><p></p><p>Faster game play is one of the things that keeps excitement up, because it keeps attention. It's like watching a movie and reaching the halfway point and that glass of coke you drank has cycled. If its slow, you don't mind getting up and missing some. If the movie is exciting, you hold it untiil the credits roll.</p></blockquote><p></p>
[QUOTE="Janx, post: 5153378, member: 8835"] I would re-emphasize my original statement by highliting "boring parts". If it's getting slow, get a move on. If your group is having fun haggling for pitons in character, then that is clearly not Boring. Odds are good though, that if only one PC is on the scene, he's boring the other players (even that depends). Some of the other stuff I've cut out that I consider boring (or it was boring when I ran it, so I stopped doing it): day-by-day, play-by-play travel. I figure out when the next encounter on the road will be (if, when, where, how, what) and I summarize the time that passed and then jump straight into the "while you are all sleeping for the night, and Joe is on guard duty, Joe hears a noise..." I pre-roll any search checks for stuff I know to be hidden, be it traps, doors, items, etc using the best applicable stat of the party. Then when the party gets to it, I either describe them finding it, or describe them not finding it. The result is, the players don't have to hyper-search everything, if it's findable, they probably did, and I'm not going to nail them because they didn't specifically declare searching for it. Game play goes faster, and the PC who spent ranks on search or spot is rewarded. Faster game play is one of the things that keeps excitement up, because it keeps attention. It's like watching a movie and reaching the halfway point and that glass of coke you drank has cycled. If its slow, you don't mind getting up and missing some. If the movie is exciting, you hold it untiil the credits roll. [/QUOTE]
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