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<blockquote data-quote="Quickleaf" data-source="post: 8250230" data-attributes="member: 20323"><p>I struggled with pacing in the last session. I think it had to do with the fact that we started using Roll20 (as opposed to just Discord Video & some Owlbear Rodeo as necessary) and stopped using video. Without that visual feedback, it was much harder for me to keep a pulse on the group. </p><p></p><p>Players made a choice between two paths a few sessions ago which led to a very dangerous side dungeon – relevant to the big picture of the campaign, but side quest unrelated to their more immediate mission. Due to their unorthodox tactics & a bad roll, the side dungeon ended up becoming a 3-session spanning combat. It was a brutal 23-round combat, interspersed with a dash of comical roleplay with a ghoul "butler", a bit of exploration, and thwarting a nasty trap.</p><p></p><p><em>After all that, </em>we were all pretty tired of combat. One player has dropped off due to scheduling, another couldn't make it that day, and there were connectivity issues (playing online). Players had another choice about where to go – this time entering a canyon watched over by skeletal giant vultures in order to reach a tomb. They had camels, so sneaking wasn't possible. They opted to make a mad dash for a minor crypt entrance (not their destination tomb - it was a necropolis), and for the cleric to cast Turn Undead to cover their butts.</p><p></p><p>If I'd been more alert, I should have adapted some quick chase rules, but instead I resorted to throwing up a map & tokens on Roll20 and calling for initiative. Even though my initiative variant (players without monsters between their turns can take turns and intermix turns as desired) helped somewhat, it still took probably twice the time it would have otherwise, and really didn't add a lot to the scene.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8250230, member: 20323"] I struggled with pacing in the last session. I think it had to do with the fact that we started using Roll20 (as opposed to just Discord Video & some Owlbear Rodeo as necessary) and stopped using video. Without that visual feedback, it was much harder for me to keep a pulse on the group. Players made a choice between two paths a few sessions ago which led to a very dangerous side dungeon – relevant to the big picture of the campaign, but side quest unrelated to their more immediate mission. Due to their unorthodox tactics & a bad roll, the side dungeon ended up becoming a 3-session spanning combat. It was a brutal 23-round combat, interspersed with a dash of comical roleplay with a ghoul "butler", a bit of exploration, and thwarting a nasty trap. [I]After all that, [/I]we were all pretty tired of combat. One player has dropped off due to scheduling, another couldn't make it that day, and there were connectivity issues (playing online). Players had another choice about where to go – this time entering a canyon watched over by skeletal giant vultures in order to reach a tomb. They had camels, so sneaking wasn't possible. They opted to make a mad dash for a minor crypt entrance (not their destination tomb - it was a necropolis), and for the cleric to cast Turn Undead to cover their butts. If I'd been more alert, I should have adapted some quick chase rules, but instead I resorted to throwing up a map & tokens on Roll20 and calling for initiative. Even though my initiative variant (players without monsters between their turns can take turns and intermix turns as desired) helped somewhat, it still took probably twice the time it would have otherwise, and really didn't add a lot to the scene. [/QUOTE]
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