EricNoah
Adventurer
Unlike a computer game where you can basically save any time you want, running a live game sometimes means making some plans -- or sacrifices -- in order to arrange things so sessions end at an appropriate time. It's very hard to end in mid-combat in my games, and I even find it inconvenient to end in the middle of the adventuring day (because spellcaster players almost never remember what spells they had ready or had cast). So I sometimes find myself rushing through something neat in order to end at a more convenient spot. I also sometimes prep "filler" (or maybe a nicer word is "optional") combats/encounters just in case things go faster than I expect (almost never happens).
Anyone have any thoughts about these issues? What kinds of encounters make good optional encounters? Do you have any tips about slowing down the pace if things get a little too rushed?
Players, do you like (or hate) ending in the middle of something cool, do you like cliffhangers, etc.? How do you help your DM w/regards to timing?
Anyone have any thoughts about these issues? What kinds of encounters make good optional encounters? Do you have any tips about slowing down the pace if things get a little too rushed?
Players, do you like (or hate) ending in the middle of something cool, do you like cliffhangers, etc.? How do you help your DM w/regards to timing?