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<blockquote data-quote="Sodalis" data-source="post: 207491" data-attributes="member: 1791"><p>I find that the best way to keep the pace of the game moving is to give a time constraint on the players- either through an NPC that pushes them along, or a timed aspect of the dungeon that forces them through it in a hurry.</p><p></p><p>That way, they are unable to sit there and ponder about which door to go into, or take tens and twenties on their checks- and then pick locks with precision.</p><p></p><p>A time constraint forces them to think on their toes, and if they knew that they only have five minutes left to retrieve the books and get out before the tower collapses, maybe they will not take the time to pick a lock, but have the brute kik it in, or magic to break the doors- wasting a couple of their spells before the baddie.</p><p></p><p>Another things is to have an ominous presence. Have a thumping go on in the background- which will keep your players on their toes. the sound og heavy breathing, or clanging chains, or whatever will make the players paranoid- even if it leads to a room with a magic door that has "ghost sound." </p><p></p><p>Dont give them all day and three weeks to roam the dungeon. Have roaming monsters and random things to keep them from sleepuing and recovering their spells anytime they want. </p><p></p><p>And the funnest thing for you is to have traps trigger when they leave. most parties, aftre killing the bad guy and collecting the treasure, just say, "we go home." and the DM lets them. They had hell getting in, why let them get out so easily. Make traps that trigger after they have passed it, or trigger as they leave. so if they just say "we leave" then start rolling the damage. they didnot search fro traps- or disarmed it- it went off...</p></blockquote><p></p>
[QUOTE="Sodalis, post: 207491, member: 1791"] I find that the best way to keep the pace of the game moving is to give a time constraint on the players- either through an NPC that pushes them along, or a timed aspect of the dungeon that forces them through it in a hurry. That way, they are unable to sit there and ponder about which door to go into, or take tens and twenties on their checks- and then pick locks with precision. A time constraint forces them to think on their toes, and if they knew that they only have five minutes left to retrieve the books and get out before the tower collapses, maybe they will not take the time to pick a lock, but have the brute kik it in, or magic to break the doors- wasting a couple of their spells before the baddie. Another things is to have an ominous presence. Have a thumping go on in the background- which will keep your players on their toes. the sound og heavy breathing, or clanging chains, or whatever will make the players paranoid- even if it leads to a room with a magic door that has "ghost sound." Dont give them all day and three weeks to roam the dungeon. Have roaming monsters and random things to keep them from sleepuing and recovering their spells anytime they want. And the funnest thing for you is to have traps trigger when they leave. most parties, aftre killing the bad guy and collecting the treasure, just say, "we go home." and the DM lets them. They had hell getting in, why let them get out so easily. Make traps that trigger after they have passed it, or trigger as they leave. so if they just say "we leave" then start rolling the damage. they didnot search fro traps- or disarmed it- it went off... [/QUOTE]
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