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Handling spells that take a long time at the table?
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<blockquote data-quote="Quickleaf" data-source="post: 7836971" data-attributes="member: 20323"><p>It guess it is similar to that, yes. How did you resolve "netrunner syndrome"?</p><p></p><p>There's a few important distinctions that can make it harder to run.</p><p></p><p>First, <em>arcane eye </em>doesn't open doors. When <em>arcane eyeing</em> a ruined city with multiple adventure sites, I had to go back through each area description and check which structures had open doors/windows that would be open which the wizard PC could "drive" the <em>arcane eye </em>through.</p><p></p><p>Second, like you said, there's no risk of discovery (save in corner cases for enemies with truesight or other reliable means of detecting invisible sensors) ...which usually would get the other PCs involved</p><p></p><p></p><p></p><p>I suppose that could be. Historically, I have a pretty keen sense for keeping all the players roughly equally engaged. Recently, with these higher level spells, it does seem like I'm having to... worker harder, I guess... to get roughly equal engagement from non-spellcaster players when the spellcaster players are taking more time than they were before.</p><p></p><p></p><p>In this case, I've already handed them the area map of this ruined city. They can see it from an overlook and they've acquired an unmarked map. In this, with <em>arcane eye</em> being cast, would you just hand them the DM's keyed map of the area? I feel like my wizard player would not find that detailed enough. He has asked for location of monsters in the past, for example.</p><p></p><p></p><p></p><p>Yeah, I get that. But there's got to be creative ways to implement it. For example, what about just filling in the blanks as the PCs explore? It wouldn't give them as much agency up front, but then when they get to, say, Area #15: Ruined Bazaar, I could add a bit more to the description based on what the wizard PC <em>arcane eyed. </em>Essentially, fill it in after the fact to keep the game moving and everyone engaged?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7836971, member: 20323"] It guess it is similar to that, yes. How did you resolve "netrunner syndrome"? There's a few important distinctions that can make it harder to run. First, [I]arcane eye [/I]doesn't open doors. When [I]arcane eyeing[/I] a ruined city with multiple adventure sites, I had to go back through each area description and check which structures had open doors/windows that would be open which the wizard PC could "drive" the [I]arcane eye [/I]through. Second, like you said, there's no risk of discovery (save in corner cases for enemies with truesight or other reliable means of detecting invisible sensors) ...which usually would get the other PCs involved I suppose that could be. Historically, I have a pretty keen sense for keeping all the players roughly equally engaged. Recently, with these higher level spells, it does seem like I'm having to... worker harder, I guess... to get roughly equal engagement from non-spellcaster players when the spellcaster players are taking more time than they were before. In this case, I've already handed them the area map of this ruined city. They can see it from an overlook and they've acquired an unmarked map. In this, with [I]arcane eye[/I] being cast, would you just hand them the DM's keyed map of the area? I feel like my wizard player would not find that detailed enough. He has asked for location of monsters in the past, for example. Yeah, I get that. But there's got to be creative ways to implement it. For example, what about just filling in the blanks as the PCs explore? It wouldn't give them as much agency up front, but then when they get to, say, Area #15: Ruined Bazaar, I could add a bit more to the description based on what the wizard PC [I]arcane eyed. [/I]Essentially, fill it in after the fact to keep the game moving and everyone engaged? [/QUOTE]
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Handling spells that take a long time at the table?
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