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Help me build a Deus Ex Machine
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<blockquote data-quote="Herobizkit" data-source="post: 3235531" data-attributes="member: 36150"><p>This is all dependent on DM/Player time management.</p><p></p><p>Anything that requires a character alteration, such as a level increase, should be done outside of game time and the character should be ready when the game starts. Spells used most frequently should be written out on your sheet somewhere, like on index cards, or a master spell list, so characters don't waste time looking up spells or asking "What does this do?". If you're a special manoeuvre kind of character, have those rules handy if your DM doesn't.</p><p></p><p>Now, as for telling the story... the DM should recognize that, on average, if you only have 4 hours to game, you should run your campaigns like TV serials (there was a really great article in an older Dragon mag, but I don't recall which). In a given hour's worth of action shows, you have:</p><p></p><p>The plot... something is happening somewhere. PCs get involved somehow.</p><p>The villain... the person or persons affecting the plot</p><p>The quest... players go from a to b to c to get what they need or do what they need to do</p><p>The Climax... players reach a certain goal, find the villain...</p><p>The resolution... players dance on the stupid graves of the villains, peasants rejoice</p><p></p><p>Break the show up into scenes.</p><p></p><p>- The first scene generally has the explanation to the plot. Maybe a fight.</p><p>- The next scene involves the PCs getting to where they need to be. Maybe a fight.</p><p>- The third scene has the players struggling to complete their mission.</p><p>- The final scene has the players returning victorious (or not).</p><p></p><p>In a larger adventure, you have more scenes, but you have to break them up evenly (for a two or even three parter). Knowing when to place your breaks is very important... a cliffhanger is best.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 3235531, member: 36150"] This is all dependent on DM/Player time management. Anything that requires a character alteration, such as a level increase, should be done outside of game time and the character should be ready when the game starts. Spells used most frequently should be written out on your sheet somewhere, like on index cards, or a master spell list, so characters don't waste time looking up spells or asking "What does this do?". If you're a special manoeuvre kind of character, have those rules handy if your DM doesn't. Now, as for telling the story... the DM should recognize that, on average, if you only have 4 hours to game, you should run your campaigns like TV serials (there was a really great article in an older Dragon mag, but I don't recall which). In a given hour's worth of action shows, you have: The plot... something is happening somewhere. PCs get involved somehow. The villain... the person or persons affecting the plot The quest... players go from a to b to c to get what they need or do what they need to do The Climax... players reach a certain goal, find the villain... The resolution... players dance on the stupid graves of the villains, peasants rejoice Break the show up into scenes. - The first scene generally has the explanation to the plot. Maybe a fight. - The next scene involves the PCs getting to where they need to be. Maybe a fight. - The third scene has the players struggling to complete their mission. - The final scene has the players returning victorious (or not). In a larger adventure, you have more scenes, but you have to break them up evenly (for a two or even three parter). Knowing when to place your breaks is very important... a cliffhanger is best. [/QUOTE]
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