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Issues of timing for DMs
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<blockquote data-quote="Primitive Screwhead" data-source="post: 4604404" data-attributes="member: 20805"><p>Eric, I have found in both RPG and corporate meetings that things run smoother if you can keep the 'management' controls out of sight from the majority of the attendees. I tend to get a seat at the table that faces the wall clock so I can unobtrusivlely check the time. In a game setting, the 30 minute chime might get you to end on time, but it also breaks the players mindset, potentially at a high point of the session.</p><p></p><p>I like S'mon's example of 'breaking' combat. There are many real world examples where pitched battle simply stops for a breather without any outside influence. No reason why DnD can't simulate that as well.</p><p></p><p>Spell durations are problematic, given the impact spells can have on the battlefield. Perhaps in the last combat of the session have someone assigned as 'recorder' who writes down the spells {with durations or standing effects} and the round they were cast. Then you can simply mark what round you stopped at for an easy 'reset' the next session. Not too much impact at the table and lets the players know that the game is starting to wind up.</p><p></p><p></p><p></p><p>I like the idea of using 3x5 cards for tracking items/powers in combat... might have to try that!</p><p></p><p>But you hit one of my greatest challenges. Like Eric, my game is once a month and it is very hard to maintain a mindset, let alone having the players remember where they are in the storyline.</p><p> {...or where their character sheets are <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> }</p><p></p><p> In the last year of the campaign, I have become less concerned about it since my group mainly plays for social entertainment and has been having fun the way it is. But it still bugs me that I might be able to do better at maintaining the campaigns 'presence' throughout the month. Perhaps another thread?</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 4604404, member: 20805"] Eric, I have found in both RPG and corporate meetings that things run smoother if you can keep the 'management' controls out of sight from the majority of the attendees. I tend to get a seat at the table that faces the wall clock so I can unobtrusivlely check the time. In a game setting, the 30 minute chime might get you to end on time, but it also breaks the players mindset, potentially at a high point of the session. I like S'mon's example of 'breaking' combat. There are many real world examples where pitched battle simply stops for a breather without any outside influence. No reason why DnD can't simulate that as well. Spell durations are problematic, given the impact spells can have on the battlefield. Perhaps in the last combat of the session have someone assigned as 'recorder' who writes down the spells {with durations or standing effects} and the round they were cast. Then you can simply mark what round you stopped at for an easy 'reset' the next session. Not too much impact at the table and lets the players know that the game is starting to wind up. I like the idea of using 3x5 cards for tracking items/powers in combat... might have to try that! But you hit one of my greatest challenges. Like Eric, my game is once a month and it is very hard to maintain a mindset, let alone having the players remember where they are in the storyline. {...or where their character sheets are :) } In the last year of the campaign, I have become less concerned about it since my group mainly plays for social entertainment and has been having fun the way it is. But it still bugs me that I might be able to do better at maintaining the campaigns 'presence' throughout the month. Perhaps another thread? [/QUOTE]
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