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Speeding up play in dungeons
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<blockquote data-quote="Pielorinho" data-source="post: 605493" data-attributes="member: 259"><p>We've been playing RttToEE for about a year now, and for awhile it was REALLY bogging down, for the same reasons as your group is bogging down: we'd scout slowly, and if the scout saw or heard anything, we'd reconvene and discuss our strategy for taking out the low-level door guard. We'd formulate a strategy for about 45 minutes before entering the combat. We were lucky to get through one fight per session.</p><p></p><p>So we took a break from our main group and created lower-level, gung-ho characters that weren't particularly cautious. Sure, the rogue checks for traps at most doors, and we scout out areas that we expect to find monsters in -- but we also take lots of chances, and run into combat, and try audacious, not-particular-wise strategies.</p><p></p><p>And it's a blast. Last night we had three combats (including one with a PC death and full-scale retreat -- them's the breaks!), with lots of fun weird stuff in the combats.</p><p></p><p>The main thing that's helped us is to play cavalierly. We're calling it Indiana Jones and the Temple of Elemental Evil, and we're trying to spend much more time <em>doing</em> than <em>planning</em>.</p><p></p><p>So talk with your players. Ask them to try playing a little more cavalierly. Having run OSM, I can tell you that there are scenes in it (especially one that they're coming up on) that are MUCH more fun if the characters act foolishly and flamboyantly, as if they're the brave but not particularly bright stars of a lighthearted action movie. Ask them to try it for a session or two, as an experiment.</p><p></p><p>If they don't get the hint, use this SPOILER-RIDDEN TECHNIQUE</p><p></p><p></p><p></p><p></p><p></p><p>The dragon is gonna start speaking in their heads soon, right? And they know that the kids are kidnapped? Let the dragon know about the kidnapped kids; let it start gloating about how it's going to create more servants, just as it created the horse-servants earlier. Let it mention the sweet little faces, and how they cry for their mother now but soon it will be only their father they'll obey, etc. etc. Give them the clear idea that if they dawdle, some kids are going to get a crystal trepanation.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 605493, member: 259"] We've been playing RttToEE for about a year now, and for awhile it was REALLY bogging down, for the same reasons as your group is bogging down: we'd scout slowly, and if the scout saw or heard anything, we'd reconvene and discuss our strategy for taking out the low-level door guard. We'd formulate a strategy for about 45 minutes before entering the combat. We were lucky to get through one fight per session. So we took a break from our main group and created lower-level, gung-ho characters that weren't particularly cautious. Sure, the rogue checks for traps at most doors, and we scout out areas that we expect to find monsters in -- but we also take lots of chances, and run into combat, and try audacious, not-particular-wise strategies. And it's a blast. Last night we had three combats (including one with a PC death and full-scale retreat -- them's the breaks!), with lots of fun weird stuff in the combats. The main thing that's helped us is to play cavalierly. We're calling it Indiana Jones and the Temple of Elemental Evil, and we're trying to spend much more time [i]doing[/i] than [i]planning[/i]. So talk with your players. Ask them to try playing a little more cavalierly. Having run OSM, I can tell you that there are scenes in it (especially one that they're coming up on) that are MUCH more fun if the characters act foolishly and flamboyantly, as if they're the brave but not particularly bright stars of a lighthearted action movie. Ask them to try it for a session or two, as an experiment. If they don't get the hint, use this SPOILER-RIDDEN TECHNIQUE The dragon is gonna start speaking in their heads soon, right? And they know that the kids are kidnapped? Let the dragon know about the kidnapped kids; let it start gloating about how it's going to create more servants, just as it created the horse-servants earlier. Let it mention the sweet little faces, and how they cry for their mother now but soon it will be only their father they'll obey, etc. etc. Give them the clear idea that if they dawdle, some kids are going to get a crystal trepanation. Daniel [/QUOTE]
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