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General Tabletop Discussion
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Issues of timing for DMs
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<blockquote data-quote="Primitive Screwhead" data-source="post: 4603629" data-attributes="member: 20805"><p>This is going to sound weird....</p><p></p><p> Have you ever facilitated a corporate meeting? The skill-set to wrap up on time is the same for running an effective RPG session with a time limit.</p><p></p><p>My regular game runs for 4 hours, and I recently was convinced to introduce a break at the 2 hour mark. Once in the last year I was forced to break mid-combat, due primarily to a late start. I have also had to stop about 15 minutes early because the group did not want to dally and made it to the next combat encounter early.</p><p></p><p></p><p> The key points:</p><p> - start on time</p><p> - Watch the clock {without watching the clock too obviously!}</p><p> - have 'milestones' to aim for at particular times</p><p> {fx, group should be at the stable by 7:15 pm for combat with X}</p><p> - know how much 'fluff' your players like</p><p> - energize action when needed</p><p> - draw out action when needed</p><p> - practice, practice, practice</p><p> - be flexible!</p><p> - leave 5 to 10 minutes at the end to wrap up and prepare for the next session {end on a high note!}</p><p></p><p>There are a bunch of 'how to run a meeting' guides out there, and most of the lessons from those can be applied to a gaming session.</p><p></p><p>Knowing the module/scenario/world like the back of your hand helps alot. This gives you the lee-way to know where the group is compared to the rest of the plot, and gives you outlets for expanding or contracting the story.</p><p></p><p></p><p> I prefer any optional encounters to be skill challenges as they are very easy to manage, and easier to gloss over with narrative if needed.</p><p> I dislike, as both GM and player, the concept of 'random combat encounters'. IMHO any combat that occurs should have a link to the plot simply from the POV that it takes up so much real-time to play through.</p><p></p><p></p><p></p><p>One oft forgotten cliff-hanger is the sudden escape... mid-combat the BBEG teleports the PCs opponents out and leaves them with a chilling laugh.... knowing full well that the monsters they almost beat will be back in full force later! of course, don't do this very often!</p><p></p><p></p><p>As to remembering who used what, I rely on my players to keep track of all that. I know that sometimes they slip up, but thats okay because I sometimes slip up on the monsters as well. It all evens out and the game isn't spoiled by it. If I ever get the feeling they are cheating, I kindly ask them about it and remind them about my golden rule of gaming: <em>What the PCs get to use, I get to use....</em> <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p>I haven't had a problem with cheating in over a decade, so I guess it works {or I need to play more often.. not sure which!}</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 4603629, member: 20805"] This is going to sound weird.... Have you ever facilitated a corporate meeting? The skill-set to wrap up on time is the same for running an effective RPG session with a time limit. My regular game runs for 4 hours, and I recently was convinced to introduce a break at the 2 hour mark. Once in the last year I was forced to break mid-combat, due primarily to a late start. I have also had to stop about 15 minutes early because the group did not want to dally and made it to the next combat encounter early. The key points: - start on time - Watch the clock {without watching the clock too obviously!} - have 'milestones' to aim for at particular times {fx, group should be at the stable by 7:15 pm for combat with X} - know how much 'fluff' your players like - energize action when needed - draw out action when needed - practice, practice, practice - be flexible! - leave 5 to 10 minutes at the end to wrap up and prepare for the next session {end on a high note!} There are a bunch of 'how to run a meeting' guides out there, and most of the lessons from those can be applied to a gaming session. Knowing the module/scenario/world like the back of your hand helps alot. This gives you the lee-way to know where the group is compared to the rest of the plot, and gives you outlets for expanding or contracting the story. I prefer any optional encounters to be skill challenges as they are very easy to manage, and easier to gloss over with narrative if needed. I dislike, as both GM and player, the concept of 'random combat encounters'. IMHO any combat that occurs should have a link to the plot simply from the POV that it takes up so much real-time to play through. One oft forgotten cliff-hanger is the sudden escape... mid-combat the BBEG teleports the PCs opponents out and leaves them with a chilling laugh.... knowing full well that the monsters they almost beat will be back in full force later! of course, don't do this very often! As to remembering who used what, I rely on my players to keep track of all that. I know that sometimes they slip up, but thats okay because I sometimes slip up on the monsters as well. It all evens out and the game isn't spoiled by it. If I ever get the feeling they are cheating, I kindly ask them about it and remind them about my golden rule of gaming: [i]What the PCs get to use, I get to use....[/i] :devil: I haven't had a problem with cheating in over a decade, so I guess it works {or I need to play more often.. not sure which!} [/QUOTE]
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