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<blockquote data-quote="Patrick-S&amp;S" data-source="post: 216501" data-attributes="member: 4633"><p>Well since I am gaming with the same group as I have the past thirteen years we all have come to know what to expect of each other (except for the dude who was killed by the zombies in <a href="http://test.cyberstreet.com/showthread.php?s=&threadid=14154" target="_blank">this thread</a>). There are some ideas you can use that we have found invaluable (and I am not talking about acting and such for that craves experience and "talent").</p><p></p><p>Always use a leader. When I say leader I mean someone who will lead the group towards a certain target, get all the gears together, and so on. He acts as a speed-up person who kills the uneccessary talks, moves etc. that do not need to be played out.</p><p></p><p><strong>Example:</strong> The players have been discussing with each other at an inn what to do with the merchant that has stiffed them cold. The agree to go to him, brush pass the guards, and demand their money back. The leader of the group tells the GM/DM <em>"We pack our things, pay the innkeeper and say farewell, and move towards the merchant's house, keeping an eye on our purses, until we reach it. Then I go forward and knock on the door."</em></p><p></p><p>That is when the other players step in. This saves an increadible amount of time and speeds up play without killing the fun for the other players.</p><p></p><p>Another thing you could do is to look at each player at the table clockwise or in which turn they are walking (the first, then the second in a dungeon and so on). That way each person gets to say and do what they want.</p><p></p><p>Last you could steer the gaming to such that all people are involved in say a plot to rescue someone they all know and care about. Use emotions often because if the PCs are good friend, be they evil or good characters, they will usually interact better. </p><p></p><p>At least at my gaming table. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p></blockquote><p></p>
[QUOTE="Patrick-S&S, post: 216501, member: 4633"] Well since I am gaming with the same group as I have the past thirteen years we all have come to know what to expect of each other (except for the dude who was killed by the zombies in [URL=http://test.cyberstreet.com/showthread.php?s=&threadid=14154]this thread[/URL]). There are some ideas you can use that we have found invaluable (and I am not talking about acting and such for that craves experience and "talent"). Always use a leader. When I say leader I mean someone who will lead the group towards a certain target, get all the gears together, and so on. He acts as a speed-up person who kills the uneccessary talks, moves etc. that do not need to be played out. [B]Example:[/B] The players have been discussing with each other at an inn what to do with the merchant that has stiffed them cold. The agree to go to him, brush pass the guards, and demand their money back. The leader of the group tells the GM/DM [I]"We pack our things, pay the innkeeper and say farewell, and move towards the merchant's house, keeping an eye on our purses, until we reach it. Then I go forward and knock on the door."[/I] That is when the other players step in. This saves an increadible amount of time and speeds up play without killing the fun for the other players. Another thing you could do is to look at each player at the table clockwise or in which turn they are walking (the first, then the second in a dungeon and so on). That way each person gets to say and do what they want. Last you could steer the gaming to such that all people are involved in say a plot to rescue someone they all know and care about. Use emotions often because if the PCs are good friend, be they evil or good characters, they will usually interact better. At least at my gaming table. :rolleyes: [/QUOTE]
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