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How often does your GG "break" modules?
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<blockquote data-quote="Kheti sa-Menik" data-source="post: 3083889" data-attributes="member: 22721"><p>I never thought of pacing as problematic. I am willing to DM at the speed the players play their characters at. I don't push or prod really...I let the players set the pace. As I said, the group meets every Monday evening and will for the forseeable future so the campaign isn't any kind of rush. If the players want to spend two whole sessions investigating false leads, I'll let them. It smacks more of real life that way....and the eventual victory is sweeter since they have worked that hard to achieve it. </p><p></p><p>But the players have to learn to distingush between leads, plot hooks, red herrings, and legitimate clues, all of which are useful, depending on the circumstances.</p><p></p><p>Now, in a larger sense, pacing is important to the campaign. The PCs have to learn and grow, as does the world around them. PC don't have to shape/change the world, indeed in most good campaigns they won't. But they can enact change on a very small scale and watch how these changes are influenced by the larger world. </p><p>It doesn't mean the world has to change every second and there can't be any stability, but pacing in a campaign sense is important.</p></blockquote><p></p>
[QUOTE="Kheti sa-Menik, post: 3083889, member: 22721"] I never thought of pacing as problematic. I am willing to DM at the speed the players play their characters at. I don't push or prod really...I let the players set the pace. As I said, the group meets every Monday evening and will for the forseeable future so the campaign isn't any kind of rush. If the players want to spend two whole sessions investigating false leads, I'll let them. It smacks more of real life that way....and the eventual victory is sweeter since they have worked that hard to achieve it. But the players have to learn to distingush between leads, plot hooks, red herrings, and legitimate clues, all of which are useful, depending on the circumstances. Now, in a larger sense, pacing is important to the campaign. The PCs have to learn and grow, as does the world around them. PC don't have to shape/change the world, indeed in most good campaigns they won't. But they can enact change on a very small scale and watch how these changes are influenced by the larger world. It doesn't mean the world has to change every second and there can't be any stability, but pacing in a campaign sense is important. [/QUOTE]
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