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<blockquote data-quote="Dremmen" data-source="post: 3276485" data-attributes="member: 30977"><p>Hmm..I agree and disagree with you on this Rel. Granted, you've run many more Game Day sessions than me, but from the two that I've run I get what you mean as far as learning to control the pace of the game, to be flexible. Some of the advice that was given to me that proved invaluable is to have a flexible encounter schedule which gives the DM the ability to remove an encounter from the game without impacting the overall adventure, to either move things along or because the mood of the players is not right for that encounter. At the same time you can inject a quick encounter to pick things up, make them fun. Also learning to be concise and efficient with NPCs and narrative was something I began to pick up on and will get better with the more games I run at Game Day.</p><p></p><p>However, it is not a format that I would use outside of a Game Day, where all my experience lies. If I'm running a game session without the binds of keeping it to a certain time, I let the party dawdle, I give them downtime. I could spend a full session on one encounter if it means bringing the cescendo, the suspense and drama, to a fever pitch. I think time restrictions do take away from PCs exploring their characters through the game because you simply don't have the time to do it. Granted, for some players you wouldn't do that anyways because they'd get bored, I'm just talking on how I'd like to run a game, given like minded players. For some players the pacing of a Game Day is exactly what they are looking for, with the story moving along at a steady pace, and encounters not being prolonged.</p></blockquote><p></p>
[QUOTE="Dremmen, post: 3276485, member: 30977"] Hmm..I agree and disagree with you on this Rel. Granted, you've run many more Game Day sessions than me, but from the two that I've run I get what you mean as far as learning to control the pace of the game, to be flexible. Some of the advice that was given to me that proved invaluable is to have a flexible encounter schedule which gives the DM the ability to remove an encounter from the game without impacting the overall adventure, to either move things along or because the mood of the players is not right for that encounter. At the same time you can inject a quick encounter to pick things up, make them fun. Also learning to be concise and efficient with NPCs and narrative was something I began to pick up on and will get better with the more games I run at Game Day. However, it is not a format that I would use outside of a Game Day, where all my experience lies. If I'm running a game session without the binds of keeping it to a certain time, I let the party dawdle, I give them downtime. I could spend a full session on one encounter if it means bringing the cescendo, the suspense and drama, to a fever pitch. I think time restrictions do take away from PCs exploring their characters through the game because you simply don't have the time to do it. Granted, for some players you wouldn't do that anyways because they'd get bored, I'm just talking on how I'd like to run a game, given like minded players. For some players the pacing of a Game Day is exactly what they are looking for, with the story moving along at a steady pace, and encounters not being prolonged. [/QUOTE]
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