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How do you Control/Set the Pace of a Game?
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<blockquote data-quote="Grymar" data-source="post: 4840183" data-attributes="member: 41371"><p>This is all excellent advice and mirrors how I try to run my games. The live sessions are for combat and big RP events. Major decisions, small RP'ing and such is done via email or wikis (pbworks.com is another good choice). </p><p></p><p>Making sure decisions are done between sessions allows you as the DM time to fully prepare without railroading. You know where they are going, so prep is easy. Now it also means that sometimes I end up over preparing, (what if they do this? or that?) but that is a burden I do not mind.</p><p></p><p>Also, keep a "kick in the door" encounter in your back pocket. Stat up an assault team or assassin group, then set it aside. At some point when the pace lags, have the assassins kick in the door and attack the group. Even if you have no idea who would send that assassins, do it. Leave a single, odd clue like a foreign coin or an unknown crest. Then figure out on your own who sent them and tie it in with the clue some six or eight sessions later. Your players will think you are a genius. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Grymar, post: 4840183, member: 41371"] This is all excellent advice and mirrors how I try to run my games. The live sessions are for combat and big RP events. Major decisions, small RP'ing and such is done via email or wikis (pbworks.com is another good choice). Making sure decisions are done between sessions allows you as the DM time to fully prepare without railroading. You know where they are going, so prep is easy. Now it also means that sometimes I end up over preparing, (what if they do this? or that?) but that is a burden I do not mind. Also, keep a "kick in the door" encounter in your back pocket. Stat up an assault team or assassin group, then set it aside. At some point when the pace lags, have the assassins kick in the door and attack the group. Even if you have no idea who would send that assassins, do it. Leave a single, odd clue like a foreign coin or an unknown crest. Then figure out on your own who sent them and tie it in with the clue some six or eight sessions later. Your players will think you are a genius. :) [/QUOTE]
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