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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Im running my first full game Wednesday! advise?
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<blockquote data-quote="Smoke Jaguar" data-source="post: 5260762" data-attributes="member: 91252"><p>I agree with the descriptions. Go in depth. You almost can't give too much. You don't want to go on huge rants about the scenery but it really does set the mood and helps the players get in the mood. Think about the way the town looks, the bars, the people, the smells, the way the bad guys die, missed attacks, and anything else you can think of. Music can help too. </p><p></p><p>To help things run smoothly. I try to do all my initiative rolls before hand and have them in order for the bad guys, especially if an encounter is going to have a lot of them or a lot of encounters. I write them all down and leave spaces for PC's to be inserted. I think it is a huge buzz kill for the PC's to get all excited about a cool encounter and then wait 5 minutes for me to do all the initiatives. In general, try to do as much beforehand that you can so the game runs smoother and has less book keeping time.</p><p></p><p>If you don't know a rule, try to find it. If it can't be found quickly, listen to everybody's ideas and then make a judgment call. Use common sense. Then let the players know that is the ruling and it is final for the session but you will look it up for the official rule latter. It can be annoying when two players get into an argument about a rule that doesn't really matter all that much. Write down the rule and look it when you have time.</p><p></p><p>The more you get into it, the more the players will. The nights I am most excited, I can tell and feel that my players are as well. The nights I am not in the mood and kind of half-assing it, so are they.</p><p></p><p>You don't have to fit everything into one night but do try to have some variety.</p><p></p><p>I agree with basically everything else that has been said but I will try to think about it a little more. Good luck.</p></blockquote><p></p>
[QUOTE="Smoke Jaguar, post: 5260762, member: 91252"] I agree with the descriptions. Go in depth. You almost can't give too much. You don't want to go on huge rants about the scenery but it really does set the mood and helps the players get in the mood. Think about the way the town looks, the bars, the people, the smells, the way the bad guys die, missed attacks, and anything else you can think of. Music can help too. To help things run smoothly. I try to do all my initiative rolls before hand and have them in order for the bad guys, especially if an encounter is going to have a lot of them or a lot of encounters. I write them all down and leave spaces for PC's to be inserted. I think it is a huge buzz kill for the PC's to get all excited about a cool encounter and then wait 5 minutes for me to do all the initiatives. In general, try to do as much beforehand that you can so the game runs smoother and has less book keeping time. If you don't know a rule, try to find it. If it can't be found quickly, listen to everybody's ideas and then make a judgment call. Use common sense. Then let the players know that is the ruling and it is final for the session but you will look it up for the official rule latter. It can be annoying when two players get into an argument about a rule that doesn't really matter all that much. Write down the rule and look it when you have time. The more you get into it, the more the players will. The nights I am most excited, I can tell and feel that my players are as well. The nights I am not in the mood and kind of half-assing it, so are they. You don't have to fit everything into one night but do try to have some variety. I agree with basically everything else that has been said but I will try to think about it a little more. Good luck. [/QUOTE]
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