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Something that Needs More Consideration - Pacing
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<blockquote data-quote="Imaginary Number" data-source="post: 5256431" data-attributes="member: 63056"><p>I agree completely with Hussar on this. If everyone at the table is interested in RPing a particular scene or interacting with an NPC, that's great and is to be encouraged. More often in my experience, however, only one or two players are interested in doing that while the remainder of the players are bored by it and want to move on to something else. My job as the DM is to keep everyone as engaged in the game as possible, and if I see some players' eyes glazing over, I'm going to cut off whatever's happening in the game and nudge them in some direction that will hook everyone back in.</p><p> </p><p>With respect to Hussar's original query about how to control pacing, I think the DM needs to consider pacing issues as part of adventure design. I've been in too many games (my own included) where the DM set things up in such a way that the players need to find a particular hidden entrance, solve a particular puzzle, or contact some particular NPC in order to get to Where The Fun Is. Even if the players have enough information to figure that stuff out, it's frustrating for them to spend half a session mucking around trying to get through a choke point. If you want to give the players some sort of challenge to get to Where The Fun Is, it's also important to give them some different ways to get there.</p></blockquote><p></p>
[QUOTE="Imaginary Number, post: 5256431, member: 63056"] I agree completely with Hussar on this. If everyone at the table is interested in RPing a particular scene or interacting with an NPC, that's great and is to be encouraged. More often in my experience, however, only one or two players are interested in doing that while the remainder of the players are bored by it and want to move on to something else. My job as the DM is to keep everyone as engaged in the game as possible, and if I see some players' eyes glazing over, I'm going to cut off whatever's happening in the game and nudge them in some direction that will hook everyone back in. With respect to Hussar's original query about how to control pacing, I think the DM needs to consider pacing issues as part of adventure design. I've been in too many games (my own included) where the DM set things up in such a way that the players need to find a particular hidden entrance, solve a particular puzzle, or contact some particular NPC in order to get to Where The Fun Is. Even if the players have enough information to figure that stuff out, it's frustrating for them to spend half a session mucking around trying to get through a choke point. If you want to give the players some sort of challenge to get to Where The Fun Is, it's also important to give them some different ways to get there. [/QUOTE]
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Something that Needs More Consideration - Pacing
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