Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Full-time DM, Part-time Prep
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Rune" data-source="post: 6054842" data-attributes="member: 67"><p><strong>Lesson 17: Set the pace.</strong></p><p></p><p>This next bit of advice is closely related to the last. In order to keep things running smoothly, and to keep player interest, you've got to set the pace!</p><p></p><p>Seems simple, right? And, really, it is. There's no need to be dictatorial about it, and, in fact, you'll be well served by merely offering a subtle nudge once in a while.</p><p></p><p>But what pace to set?</p><p></p><p>Generally, I view each session, adventure, or campaign in three vague stages—the early-game, mid-game, and end-game. Each of these stages represents a separate focus for the game and, consequently, each will want a different pace.</p><p></p><p>As mentioned in the last lesson, the beginning of a campaign is generally characterized by a focus on introducing the setting (and foreshadowing of themes that the campaign is likely to explore) and finding the party dynamic. Because this is so, much of the tension of the early-game will be arise from the party itself—whether internal (as the party tries to learn each other), or external (as the party strives to make its mark in the world).</p><p></p><p>For this reason, I like to let the players generally set their own pace in the early-game, only nudging them forward when I feel that they've started to flounder. This does mean a large amount of off-topic chatter slows things down, but I'm okay with that.</p><p></p><p>I view it as an emulation of the down-time spent by the PCs in taverns or around the campfire that only occasionally gets played out. More importantly, it helps to encourage a bonding—particularly important, as I also spend the early-game presenting racial, religious, or cultural conflicts to the party (when they, inevitably, contain such diversity).</p><p></p><p>By the mid-game, though, the focus has shifted more toward accomplishing goals set by the party, so, while I still can usually get by with letting the players maintain their own momentum, I do occasionally have to remind the players what their goals are and what resources are at their disposal. I am far more likely to interrupt off-topic table-talk in this stage of the game.</p><p></p><p>By the end-game, it's an entirely different picture. At this point, I'm doing everything I can to tighten the tension and build toward that looming climax. When I remind the players of things at this point, it's usually about how dire their situation is, or how villainous that villain really is. Also, especially, I'll remind them of any missteps they've made in getting here, and how awful it is that they've come back to haunt them. This may <em>seem</em> like taunting, but that's okay, too, as it kind of gives the villain a vicarious voice. More grist for the motivational mill.</p><p></p><p>So, really, it's a simple matter. Start out loose and gradually tighten things up. You don't have to tell them when it's time to move on; all you have to do is focus their attention a little bit along the way.</p></blockquote><p></p>
[QUOTE="Rune, post: 6054842, member: 67"] [b]Lesson 17: Set the pace.[/b] This next bit of advice is closely related to the last. In order to keep things running smoothly, and to keep player interest, you've got to set the pace! Seems simple, right? And, really, it is. There's no need to be dictatorial about it, and, in fact, you'll be well served by merely offering a subtle nudge once in a while. But what pace to set? Generally, I view each session, adventure, or campaign in three vague stages—the early-game, mid-game, and end-game. Each of these stages represents a separate focus for the game and, consequently, each will want a different pace. As mentioned in the last lesson, the beginning of a campaign is generally characterized by a focus on introducing the setting (and foreshadowing of themes that the campaign is likely to explore) and finding the party dynamic. Because this is so, much of the tension of the early-game will be arise from the party itself—whether internal (as the party tries to learn each other), or external (as the party strives to make its mark in the world). For this reason, I like to let the players generally set their own pace in the early-game, only nudging them forward when I feel that they've started to flounder. This does mean a large amount of off-topic chatter slows things down, but I'm okay with that. I view it as an emulation of the down-time spent by the PCs in taverns or around the campfire that only occasionally gets played out. More importantly, it helps to encourage a bonding—particularly important, as I also spend the early-game presenting racial, religious, or cultural conflicts to the party (when they, inevitably, contain such diversity). By the mid-game, though, the focus has shifted more toward accomplishing goals set by the party, so, while I still can usually get by with letting the players maintain their own momentum, I do occasionally have to remind the players what their goals are and what resources are at their disposal. I am far more likely to interrupt off-topic table-talk in this stage of the game. By the end-game, it's an entirely different picture. At this point, I'm doing everything I can to tighten the tension and build toward that looming climax. When I remind the players of things at this point, it's usually about how dire their situation is, or how villainous that villain really is. Also, especially, I'll remind them of any missteps they've made in getting here, and how awful it is that they've come back to haunt them. This may [i]seem[/i] like taunting, but that's okay, too, as it kind of gives the villain a vicarious voice. More grist for the motivational mill. So, really, it's a simple matter. Start out loose and gradually tighten things up. You don't have to tell them when it's time to move on; all you have to do is focus their attention a little bit along the way. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Full-time DM, Part-time Prep
Top