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<blockquote data-quote="Rel" data-source="post: 3272199" data-attributes="member: 99"><p>I think that pacing is an issue that can make or break a session. And if a problem persists it can break a campaign.</p><p></p><p>My GMing has improved incredibly since I started running one shot games at the Game Days and GenCon. And I think the biggest reason for that is you have to get a really good handle on pacing to run one shot games. There is some kind of "point" to such games, some climactic conclusion, and if you don't get there then the game feels unfinished.</p><p></p><p>One of the biggest bits of advice I give to GMs is to try running your campaign sessions like they are individual one shot games. Make a beginning, a middle and an end. And make sure that the party gets to the end. Once you can do that consistantly then you'll have a good handle on pacing.</p><p></p><p>The other way of handling this is less structured and I call it the "Piratecat Method". Piratecat's rule is that you should frequently ask yourself the question, "What is the most fun and exciting thing that could possibly happen right now?" Then do that. This will, without a doubt, produce a fun game if you understand what your players enjoy. But it is demanding of you as a GM in terms of creativity and being able to quickly adapt the game to these new twists and turns.</p></blockquote><p></p>
[QUOTE="Rel, post: 3272199, member: 99"] I think that pacing is an issue that can make or break a session. And if a problem persists it can break a campaign. My GMing has improved incredibly since I started running one shot games at the Game Days and GenCon. And I think the biggest reason for that is you have to get a really good handle on pacing to run one shot games. There is some kind of "point" to such games, some climactic conclusion, and if you don't get there then the game feels unfinished. One of the biggest bits of advice I give to GMs is to try running your campaign sessions like they are individual one shot games. Make a beginning, a middle and an end. And make sure that the party gets to the end. Once you can do that consistantly then you'll have a good handle on pacing. The other way of handling this is less structured and I call it the "Piratecat Method". Piratecat's rule is that you should frequently ask yourself the question, "What is the most fun and exciting thing that could possibly happen right now?" Then do that. This will, without a doubt, produce a fun game if you understand what your players enjoy. But it is demanding of you as a GM in terms of creativity and being able to quickly adapt the game to these new twists and turns. [/QUOTE]
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