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I'm a bad combat DM
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<blockquote data-quote="clark411" data-source="post: 1051003" data-attributes="member: 4768"><p>I tend to plot out game chapters like Unit plans, game sessions like Lesson plans, and encounters like various activities. This means that there's a big point, with steps getting to that point, and lots of ways that go on to show it that the players partake in. Saying this is basically a setup for this statement: If your combats have a point or a goal, you have a gauge for success. If your combats do not have any point but sucking resources, being another minute on the xp treadmill etc, they can't go well.</p><p></p><p>Next time you plan a combat, give it a point. Have your players save someone while a cowardly authority figure runs if you want to make the Chaotic kiddles in your group go HUZZAH!</p><p></p><p>Alternatively, have some knight in shining armor come aid the group for the Lawfuls go get a smile.</p><p></p><p>Or forget about alignments- place planned themes in randomly rolled encounters, and have these themes be based around the interests of the players and their characters, or the themes of your campaign (and by that i don't just mean Lotsa Undead for Everyone!)</p><p></p><p>After you place this focus down in a combat, after it see how the player/s you were aiming for react. See how the conversation goes after it. If its "ho hum another day in the neighborhood" then back to the drawing board.</p><p></p><p></p><p>Of course, if you are just dealing with having 6-9 players and it dragging out, make an initiative list that reads 30-0 and have players put their character names on sliced up sticky ends of post it notes for rapid record keeping. Enforce the 6 second rule, or state "Man I have to leave in 10 minutes." everytime combat gets sluggish. </p><p></p><p>Use environments that have impact- ie, fighting in a burning tavern, on slippery stones above a waterfall. Introduce recurring villains who always seem to have the advantage and the players actually Want to fight. Have fights mean something- the guy you save today says thanks tomorrow, or the guy whose son ya killed is now after you, and he's backed by the town guard.</p></blockquote><p></p>
[QUOTE="clark411, post: 1051003, member: 4768"] I tend to plot out game chapters like Unit plans, game sessions like Lesson plans, and encounters like various activities. This means that there's a big point, with steps getting to that point, and lots of ways that go on to show it that the players partake in. Saying this is basically a setup for this statement: If your combats have a point or a goal, you have a gauge for success. If your combats do not have any point but sucking resources, being another minute on the xp treadmill etc, they can't go well. Next time you plan a combat, give it a point. Have your players save someone while a cowardly authority figure runs if you want to make the Chaotic kiddles in your group go HUZZAH! Alternatively, have some knight in shining armor come aid the group for the Lawfuls go get a smile. Or forget about alignments- place planned themes in randomly rolled encounters, and have these themes be based around the interests of the players and their characters, or the themes of your campaign (and by that i don't just mean Lotsa Undead for Everyone!) After you place this focus down in a combat, after it see how the player/s you were aiming for react. See how the conversation goes after it. If its "ho hum another day in the neighborhood" then back to the drawing board. Of course, if you are just dealing with having 6-9 players and it dragging out, make an initiative list that reads 30-0 and have players put their character names on sliced up sticky ends of post it notes for rapid record keeping. Enforce the 6 second rule, or state "Man I have to leave in 10 minutes." everytime combat gets sluggish. Use environments that have impact- ie, fighting in a burning tavern, on slippery stones above a waterfall. Introduce recurring villains who always seem to have the advantage and the players actually Want to fight. Have fights mean something- the guy you save today says thanks tomorrow, or the guy whose son ya killed is now after you, and he's backed by the town guard. [/QUOTE]
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