It's also often the most boring part of the session. I think this sort of goes towards Ryan Dancey's comments about D&D being 20 minutes of fun in 4 hours (or whatever the numbers he threw out were). Throw out the non-fun times and the game becomes much more enjoyable and memorable.Psion said:It's more the initial build up where the DM typically has to do some coaxing and coralling which I am thinking is often a waste of time.
Add in a form of blue-booking between sessions and you can mitigate that. Playes discuss the sort of actions their players are doing between sessions and the GM takes that into account when he sets up the next session.Starglim said:That starts to remove control from the players of non-combat actions that they might want their PCs to take..

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.