RandomUsernamehmimo71
Explorer
Our game seems to have an inordinate amount of downtime lately, and I define that as the time between adventures, where PCs talk with one another, chat up old NPCs, do shopping, etc.
The thing is, we've just finished somewhere between 12 and 14 game sessions of this, depending on how you count.
Our heros have been at their stronghold, talking to NPCs, spending time with their families, and working and talking with one another. That's great, but the problem is, we're actually doing so much of it out.. I mean, I sent some of the NPCs off on an adventure, and the PCs wanted to play out waiting for them to get back, and discuss in detail what they did during the week while the NPCs were gone.
I like the game to be immersive, and RP heavy, but this is starting to feel more like playing house, than D&D!
Finally, we've made it to the City.... To buy supplies. Now we've just finished our second game session talking with vendors, talking to old friends in the city, and getting custom weapons made and described.. It takes a long time to get everything done. While I did get a bank robbery in (yeah!) it's the only remotely combatish, or even die-rolling-ish, thing that's happened in 14 game sessions.
And each game session is between 6-8 hours!
That means that in the last 4 months of Real Time, I've played out over 60 hours of talking between the last adventure, and the next one.
Can anyone give any suggestions to help encourage the PCs to go out? They complained when the last two campaigns made them feel constantly rushed.. So I gave them a set of 12 self-paced adventures for this campaign.. Things need to be done, and lives are in the balance, but there isn't a hard and fast "Need to be done before the army gets to the capitol" sort of deadline.
Am I doing a horrible job motivating as a GM, or are my players just getting what they want, for which I should be happy?
Should I just give up trying, and invent the a new BBEG which teleports people into adventures?
And I used to pride myself on being RP-heavy.. But this is getting a bit much!"
The thing is, we've just finished somewhere between 12 and 14 game sessions of this, depending on how you count.
Our heros have been at their stronghold, talking to NPCs, spending time with their families, and working and talking with one another. That's great, but the problem is, we're actually doing so much of it out.. I mean, I sent some of the NPCs off on an adventure, and the PCs wanted to play out waiting for them to get back, and discuss in detail what they did during the week while the NPCs were gone.
I like the game to be immersive, and RP heavy, but this is starting to feel more like playing house, than D&D!
Finally, we've made it to the City.... To buy supplies. Now we've just finished our second game session talking with vendors, talking to old friends in the city, and getting custom weapons made and described.. It takes a long time to get everything done. While I did get a bank robbery in (yeah!) it's the only remotely combatish, or even die-rolling-ish, thing that's happened in 14 game sessions.
And each game session is between 6-8 hours!
That means that in the last 4 months of Real Time, I've played out over 60 hours of talking between the last adventure, and the next one.
Can anyone give any suggestions to help encourage the PCs to go out? They complained when the last two campaigns made them feel constantly rushed.. So I gave them a set of 12 self-paced adventures for this campaign.. Things need to be done, and lives are in the balance, but there isn't a hard and fast "Need to be done before the army gets to the capitol" sort of deadline.
Am I doing a horrible job motivating as a GM, or are my players just getting what they want, for which I should be happy?
Should I just give up trying, and invent the a new BBEG which teleports people into adventures?
And I used to pride myself on being RP-heavy.. But this is getting a bit much!"
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