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Maintaining a brisk pace during the game -- tips?
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<blockquote data-quote="Sieobahn" data-source="post: 1708696" data-attributes="member: 21068"><p>To keep track of the character details I created a table with columns for the characters class, race, AC, vision, and special notes. It is an essential reference for me to keep track of what each character is, and so I can remember the weird names the players sometimes choose. (And keep notes of any curses in effect, or things like arcane spell failure the players try to keep forgetting).</p><p></p><p>When starting a combat I list the initiative score for each PC in a column, and note under that the monster initiative/s. Then I can tell at a glance whose go is next. To try and speed things up we sometimes pre-roll the initiative for several combats before the game session starts to really get moving into the combat before the players have time to think.</p><p></p><p>I have some players all ready to go when it is their turn (even to pre-rolling dice which I hate and have stopped), but I also have some players who always seemed surprised when their turn is up and they then fumble around with a character sheet trying to decide what to do, or spend half an hour rolling a dice. At least they are not as bad as when they first started.</p><p>Remind the players that a single round is only six seconds, they don't have time discuss with the other players what they are doing, they must react. </p><p>If they start um-ing and ah-ing, start counting off seconds aloud. At six seconds if they haven't made a decision, move on. I guarantee they will be ready the next round... for a while anyway.</p><p></p><p>Regarding looking up rules, I will usually just try and run with what I think is right, or I might ask the players, sometimes a rules lawyer can come in handy. I can usually avoid looking up the rules during a session (except for unusual spell effects). The best time to do that is before the game when preparing the session, or after the game so you know better next time.</p></blockquote><p></p>
[QUOTE="Sieobahn, post: 1708696, member: 21068"] To keep track of the character details I created a table with columns for the characters class, race, AC, vision, and special notes. It is an essential reference for me to keep track of what each character is, and so I can remember the weird names the players sometimes choose. (And keep notes of any curses in effect, or things like arcane spell failure the players try to keep forgetting). When starting a combat I list the initiative score for each PC in a column, and note under that the monster initiative/s. Then I can tell at a glance whose go is next. To try and speed things up we sometimes pre-roll the initiative for several combats before the game session starts to really get moving into the combat before the players have time to think. I have some players all ready to go when it is their turn (even to pre-rolling dice which I hate and have stopped), but I also have some players who always seemed surprised when their turn is up and they then fumble around with a character sheet trying to decide what to do, or spend half an hour rolling a dice. At least they are not as bad as when they first started. Remind the players that a single round is only six seconds, they don't have time discuss with the other players what they are doing, they must react. If they start um-ing and ah-ing, start counting off seconds aloud. At six seconds if they haven't made a decision, move on. I guarantee they will be ready the next round... for a while anyway. Regarding looking up rules, I will usually just try and run with what I think is right, or I might ask the players, sometimes a rules lawyer can come in handy. I can usually avoid looking up the rules during a session (except for unusual spell effects). The best time to do that is before the game when preparing the session, or after the game so you know better next time. [/QUOTE]
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