Old Fezziwig
hell yes bro
Hey there. Just a quick thanks to all who threw ideas out in this thread. We played on Saturday and things moved along much more quickly and didn't feel as laborious. Good stuff. 
Best,
tKL

Best,
tKL
rounser said:More than one poster on this thread has been alluding to what appears to be an inherent Catch 22 of DMing:
Piratecat said:In a recent game I sometimes play in, I got so frustrated with the pace that I started booting open doors. Everyone was thrilled; they were futzing around, not doing anything, and this got them moving.![]()
Henry said:It's up to the style the DM sets. Players can help here, too, but it's really the DM who sets the pace for most players. If the DM likes to design lots of traps and ambushes as PCat says, then urgency can get you killed. However, the DM has to be able to let his/her players know that they are receptive to a little less mechanical style, more Conan and less SWAT.
For my players, I tend to use one of two things:
1) Simplified dungeons, where the key encounters are not too far in.
2) A more descriptive style, until either interaction or combat is imminent, in which case, I draw out and prop out the scene on the battelmat.