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How do you Control/Set the Pace of a Game?
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<blockquote data-quote="maddman75" data-source="post: 4843410" data-attributes="member: 2673"><p>See, here's the disconnect - I don't think in terms of adventures. I think in terms of episodes. And no matter how long your plot arcs, that is how they are experienced by your players. </p><p></p><p>Sort of my central thesis, if you treat the session as an episode that needs to be somewhat self-contained and come to a climax, you will have a better game. Its worked for me so far <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><p></p><p></p><p></p><p>I don't have a script. I throw a situation at them and see what they do to resolve it. If they can't get it in one night I announce that the game is To Be Continued and let them resolve it the next game. </p><p></p><p></p><p></p><p>No, that would be awesome, and I'd do a To Be Continued just as they begin to move in with their new plan.</p><p></p><p></p><p></p><p>By 'adventure' you mean plot arc, right? It takes as long as it takes. This isn't about the plot arc. The plot arc is irrelevent to what I'm talking about. I'm talking about what you do with *tonight*'s game. What is going to make it awesome, memorable, and leave the players wanting more?</p><p></p><p></p><p></p><p>Again, I'm not talking about how long a game runs. That's not really relevent. Its about paying attention to this particular episode. The whole point is you don't get to pick the episode points in advance. They come based on your restrictions in the real world. Deal with this and make it work for you, and your game will be better for it.</p><p></p><p>It might also clear things up to explain that I don't run a lot of D&D, and most of my games are not exploratory in nature. So exploring a lost dungeon is simply not something that would happen with any frequency. Scenarios of how many rooms away they are from the end are not something that get dealt with very often. More investigation and character conflict than environment exploration.</p></blockquote><p></p>
[QUOTE="maddman75, post: 4843410, member: 2673"] See, here's the disconnect - I don't think in terms of adventures. I think in terms of episodes. And no matter how long your plot arcs, that is how they are experienced by your players. Sort of my central thesis, if you treat the session as an episode that needs to be somewhat self-contained and come to a climax, you will have a better game. Its worked for me so far :). I don't have a script. I throw a situation at them and see what they do to resolve it. If they can't get it in one night I announce that the game is To Be Continued and let them resolve it the next game. No, that would be awesome, and I'd do a To Be Continued just as they begin to move in with their new plan. By 'adventure' you mean plot arc, right? It takes as long as it takes. This isn't about the plot arc. The plot arc is irrelevent to what I'm talking about. I'm talking about what you do with *tonight*'s game. What is going to make it awesome, memorable, and leave the players wanting more? Again, I'm not talking about how long a game runs. That's not really relevent. Its about paying attention to this particular episode. The whole point is you don't get to pick the episode points in advance. They come based on your restrictions in the real world. Deal with this and make it work for you, and your game will be better for it. It might also clear things up to explain that I don't run a lot of D&D, and most of my games are not exploratory in nature. So exploring a lost dungeon is simply not something that would happen with any frequency. Scenarios of how many rooms away they are from the end are not something that get dealt with very often. More investigation and character conflict than environment exploration. [/QUOTE]
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