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Help! we cant keep a game going...what do we do
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<blockquote data-quote="Michael Silverbane" data-source="post: 3126555" data-attributes="member: 38016"><p>If you and your players come to something that is not fun, or that you cannot figure out a way around... skip it. You do not have to play out every single instance that occurs in a game for it to be a fun and rewarding campaign.</p><p></p><p>If you've built a dungeon maze and your players are fumbling through it, getting bored with deciding if they should go left right or straight... skip to the end, so that they can fight the big bad guy. If they can't make their way past a trap or puzzle, handwave 'em to the other side. If they get tired of talking to the locals to discover who the murderer is, just tell them. If they get a dazed look at the third time you told them that its time to make camp while traveling between two kingdoms, fast forward to their destination.</p><p></p><p>Not all aspects of game play appeal to all players. Some folks like to jibber jabber all day long and become deeply immersed into the personas that they are playing. Others like to hack and slash at monsters and scenery in order to gain new heights of power. Others still like to solve problems and discover new areas to explore. Figure out what parts of the game your players like, and focus on those things. Find out what parts of the game they dislike and put them aside.</p><p></p><p>Also remember that, if you want to have a game get past level five, one easy way to do so is to start the characters at 6th level. You do not have to go through all of the rigamarole of those first few levels for every single campaign. Some games work well at lower levels, some games work well at higher levels. All levels are equally valid to play at.</p><p></p><p>Later</p><p>silver</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 3126555, member: 38016"] If you and your players come to something that is not fun, or that you cannot figure out a way around... skip it. You do not have to play out every single instance that occurs in a game for it to be a fun and rewarding campaign. If you've built a dungeon maze and your players are fumbling through it, getting bored with deciding if they should go left right or straight... skip to the end, so that they can fight the big bad guy. If they can't make their way past a trap or puzzle, handwave 'em to the other side. If they get tired of talking to the locals to discover who the murderer is, just tell them. If they get a dazed look at the third time you told them that its time to make camp while traveling between two kingdoms, fast forward to their destination. Not all aspects of game play appeal to all players. Some folks like to jibber jabber all day long and become deeply immersed into the personas that they are playing. Others like to hack and slash at monsters and scenery in order to gain new heights of power. Others still like to solve problems and discover new areas to explore. Figure out what parts of the game your players like, and focus on those things. Find out what parts of the game they dislike and put them aside. Also remember that, if you want to have a game get past level five, one easy way to do so is to start the characters at 6th level. You do not have to go through all of the rigamarole of those first few levels for every single campaign. Some games work well at lower levels, some games work well at higher levels. All levels are equally valid to play at. Later silver [/QUOTE]
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