Pseudopsyche
First Post
One of the most important ways you determine how a game plays out as the DM is by controlling the pacing. You determine what events in the story receive "screen time" and which ones you abstract away. My advice is not to let yourself get bogged down in "playing out" all the events that you imagine happening. You mentioned that you thought of eight things your party needed to do in one game day, to retake a city. Do you really need all eight scenes in your story, or could you just narrate through some of them? Instead of making each one an encounter, could some subset of them be handled with a single skill challenge?I think my frustration is I have crafted a story, which they all enjoy, but it is just taking a LONG time to tell. The other problem is things just take too long to happen. I have a player with a cursed sword, I know what I am going to do to let him get rid of it, but I know it will take a while till we get there.
Also, it may help to be flexible with regard to the scenes you already have planned out. If you're impatient to have the player with the cursed sword be rid of it sooner, why not give him or her access to this side quest or whatever sooner rather than later?
In general, you can't afford to be too rigid as a DM. Allow yourself some flexibility both in how the story unfolds and at what pace. Planning ahead is good for giving your campaign direction, but don't let plans become a straightjacket.