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<blockquote data-quote="Kae'Yoss" data-source="post: 3269824" data-attributes="member: 4134"><p>I would suggest to properly fix it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p></p><p></p><p>A change of pace seems to be in order. Maybe you might want to put the current campaign on ice and engage in some good old fast pace action!</p><p></p><p>If you can't, or don't want to take more time reading about the rooms beforehand - or if they seem to be uninterested in details (it sounds that way, since they're not keen on taking notes), just scale down the detail. They probably don't want to hear about every book on the shelf. </p><p></p><p>Speed up the descriptions - a few short notes about the general make up will probably suffice. Instead of a lengthy explanation about the current room, complete with the number of candlesticks, just give them a general once-over "It looks like a living room, recently used, furnished in the same style as the rest of the dungeon/building. You still smell food."</p><p></p><p>As the others have said: Try to engage more senses then just the eyes, but don't take too long laboriously going through all senses if you don't have to.</p><p></p><p>If they don't seem to find looking for clues overly interesting, just give them a spot/listen/search check at the right moment, or keep the clues with the enemies they fight.</p><p></p><p></p><p></p><p>Not every style of play is for everyone. I remember some of my DMs trying the old-fashioned dungeon delve, where you (the players) draw a map of every room as you go through all of them in order, occasionally fight monsters, and look through them. Many of these rooms wouldn't contain anything of interest, and would only be because, well, it's logical to have rooms without anything of interest for players.</p><p></p><p>The hardest fights in those campaigns was against my eyelids, who entered a vile alliance with gravity and attempted to steel my eye-sight by closing.</p><p></p><p>Leave out the extra rooms, or at least handwave them so finding out that nothing of interest is there won't take time away from the excitement.</p><p></p><p></p><p>One more advice for you: We all could talk all day about how to improve the game. You'll hear a lot of good advice, some bad advice. You'll hear good advice that contradicts other advice given, which is also good advice.</p><p></p><p>But you probably won't hear the best advice here! Only your players can give you that. Sit down with them and talk to them about their preferred game styles, about their likes and dislikes. Let them give you constructive criticism. If you're good buddies, I'm sure you'll be able to give each other good criticism without becoming accusing or getting hold of the wrong end of the stick.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 3269824, member: 4134"] I would suggest to properly fix it. ;) :p A change of pace seems to be in order. Maybe you might want to put the current campaign on ice and engage in some good old fast pace action! If you can't, or don't want to take more time reading about the rooms beforehand - or if they seem to be uninterested in details (it sounds that way, since they're not keen on taking notes), just scale down the detail. They probably don't want to hear about every book on the shelf. Speed up the descriptions - a few short notes about the general make up will probably suffice. Instead of a lengthy explanation about the current room, complete with the number of candlesticks, just give them a general once-over "It looks like a living room, recently used, furnished in the same style as the rest of the dungeon/building. You still smell food." As the others have said: Try to engage more senses then just the eyes, but don't take too long laboriously going through all senses if you don't have to. If they don't seem to find looking for clues overly interesting, just give them a spot/listen/search check at the right moment, or keep the clues with the enemies they fight. Not every style of play is for everyone. I remember some of my DMs trying the old-fashioned dungeon delve, where you (the players) draw a map of every room as you go through all of them in order, occasionally fight monsters, and look through them. Many of these rooms wouldn't contain anything of interest, and would only be because, well, it's logical to have rooms without anything of interest for players. The hardest fights in those campaigns was against my eyelids, who entered a vile alliance with gravity and attempted to steel my eye-sight by closing. Leave out the extra rooms, or at least handwave them so finding out that nothing of interest is there won't take time away from the excitement. One more advice for you: We all could talk all day about how to improve the game. You'll hear a lot of good advice, some bad advice. You'll hear good advice that contradicts other advice given, which is also good advice. But you probably won't hear the best advice here! Only your players can give you that. Sit down with them and talk to them about their preferred game styles, about their likes and dislikes. Let them give you constructive criticism. If you're good buddies, I'm sure you'll be able to give each other good criticism without becoming accusing or getting hold of the wrong end of the stick. [/QUOTE]
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