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Help me get my Shackled City game back on track
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<blockquote data-quote="James Jacobs" data-source="post: 2093998" data-attributes="member: 23937"><p>If all the players are still having fun with the game, even though it's taking hours to explore the dungeon, I'd say that the game ain't broke so don't fix it.</p><p></p><p>Cutting down the number of characters per player to one per player is the best method to speed play. Eliminating random wandering mosnters is another good trick. Finally, if the PCs insist on exploring every room and hall or taking an hour before each door trying to decide on how to prepare for a trap or guard that might or might not be lurking on the other side, it's probably best to not bother with having everyone make Listen, Search, and Spot checks when there's nothing there to see or hear. Eventually, the players should pick up on the concept that there's not treasure hidden in every nook of the dungeon and not every door is trapped. Of coruse, if you take this approach, you should drop some subtle hints to the presence of traps and treasure when they do exist in order to give the PCs a chance to find the stuff.</p><p></p><p>If none of these tricks seem to be working and the game is really suffereing for the large dungeon crawls, you can eliminate most of the longer dungeon crawl segments from the adventure completely by cutting out all the encounters except for 2-4 of the key encounters in each adventure. You'll need to adjust the XP awards as a result, of course (either by inflating awards for what encounters you DO leave in the game, or by introducing stronger and more aggressive story awards and role-playing awards in the non-dungeon crawl segments of the adventures) so that the PCs will still be of the appropriate level to take on the next adventure in the series.</p></blockquote><p></p>
[QUOTE="James Jacobs, post: 2093998, member: 23937"] If all the players are still having fun with the game, even though it's taking hours to explore the dungeon, I'd say that the game ain't broke so don't fix it. Cutting down the number of characters per player to one per player is the best method to speed play. Eliminating random wandering mosnters is another good trick. Finally, if the PCs insist on exploring every room and hall or taking an hour before each door trying to decide on how to prepare for a trap or guard that might or might not be lurking on the other side, it's probably best to not bother with having everyone make Listen, Search, and Spot checks when there's nothing there to see or hear. Eventually, the players should pick up on the concept that there's not treasure hidden in every nook of the dungeon and not every door is trapped. Of coruse, if you take this approach, you should drop some subtle hints to the presence of traps and treasure when they do exist in order to give the PCs a chance to find the stuff. If none of these tricks seem to be working and the game is really suffereing for the large dungeon crawls, you can eliminate most of the longer dungeon crawl segments from the adventure completely by cutting out all the encounters except for 2-4 of the key encounters in each adventure. You'll need to adjust the XP awards as a result, of course (either by inflating awards for what encounters you DO leave in the game, or by introducing stronger and more aggressive story awards and role-playing awards in the non-dungeon crawl segments of the adventures) so that the PCs will still be of the appropriate level to take on the next adventure in the series. [/QUOTE]
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