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Maintaining a brisk pace during the game -- tips?
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<blockquote data-quote="sir_ollibolli" data-source="post: 1708540" data-attributes="member: 6544"><p>Try to keep the group together, if they split up, things get tedious for jumping back and forth. (Last game night my group split into 3 factions and it took the whole evening to bring them back together).</p><p></p><p>I use the Initiaive cards from The Game Mechanics, they are really wonderful (I have printed them out and glued them to a comic backer board before cutting them, now they are very sturdy).</p><p>I plan to try out the Monster cards from The Other Game Company, once I get to buy them... (by the way the Spell cards are good for the players with spellcasters).</p><p></p><p>I sometimes let the players play out not-so-important events (and sometimes those become important as well, for example a simple discussion with some guard off duty in a tavern, will become a friendship and can be used for clues and a job offer). I also copy some of the maps, if I use an adventure, to make sure that handouts are not elements of a 'Find The Path' spell ("Wow, a printed map... the adventure has to continue in this house... let's take a further look...").</p></blockquote><p></p>
[QUOTE="sir_ollibolli, post: 1708540, member: 6544"] Try to keep the group together, if they split up, things get tedious for jumping back and forth. (Last game night my group split into 3 factions and it took the whole evening to bring them back together). I use the Initiaive cards from The Game Mechanics, they are really wonderful (I have printed them out and glued them to a comic backer board before cutting them, now they are very sturdy). I plan to try out the Monster cards from The Other Game Company, once I get to buy them... (by the way the Spell cards are good for the players with spellcasters). I sometimes let the players play out not-so-important events (and sometimes those become important as well, for example a simple discussion with some guard off duty in a tavern, will become a friendship and can be used for clues and a job offer). I also copy some of the maps, if I use an adventure, to make sure that handouts are not elements of a 'Find The Path' spell ("Wow, a printed map... the adventure has to continue in this house... let's take a further look..."). [/QUOTE]
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Maintaining a brisk pace during the game -- tips?
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