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Issues of timing for DMs
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<blockquote data-quote="EricNoah" data-source="post: 4604001" data-attributes="member: 4"><p>Well I am the chair of a 10-person department and run about 4-6 meetings per year, and yeah I do almost all of that stuff. I do an agenda, budget time for each item, have a timekeeper who nudges me if we go over budgeted time, etc. There are some similarities but ultimately it's different enough that I probably will need different solutions. I could, however, see if someone has a technology solution (all of my players are computer people so one of them must have something with a timer/alarm on it and could alert me when we are, say, 30 min before ending). </p><p></p><p>I think even if I could record what was going on in a combat and come back to it, I would still prefer to not do it that way. A cliffhanger in the story, you bet - that's awesome. But D&D fights drag on enough without there needing to be a 4-week lag in there (my games are about once a month). </p><p></p><p>I do know I need to slow down a bit during the non-combat parts - I do tend to rush through descriptions, roleplaying opportunities, etc. So it's not always about shortening things up, it's about having exactly the right amount of material to fill the time in an entertaining fashion - and if I have too much, how to end it at a good stopping point. </p><p></p><p>Thank you all for your ideas!</p></blockquote><p></p>
[QUOTE="EricNoah, post: 4604001, member: 4"] Well I am the chair of a 10-person department and run about 4-6 meetings per year, and yeah I do almost all of that stuff. I do an agenda, budget time for each item, have a timekeeper who nudges me if we go over budgeted time, etc. There are some similarities but ultimately it's different enough that I probably will need different solutions. I could, however, see if someone has a technology solution (all of my players are computer people so one of them must have something with a timer/alarm on it and could alert me when we are, say, 30 min before ending). I think even if I could record what was going on in a combat and come back to it, I would still prefer to not do it that way. A cliffhanger in the story, you bet - that's awesome. But D&D fights drag on enough without there needing to be a 4-week lag in there (my games are about once a month). I do know I need to slow down a bit during the non-combat parts - I do tend to rush through descriptions, roleplaying opportunities, etc. So it's not always about shortening things up, it's about having exactly the right amount of material to fill the time in an entertaining fashion - and if I have too much, how to end it at a good stopping point. Thank you all for your ideas! [/QUOTE]
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