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Techniques for spicing up aventures! By: Everyone?!
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<blockquote data-quote="bubbagump" data-source="post: 3132724" data-attributes="member: 27682"><p>The first thing I think of when trying to spice up an adventure is "pacing." I've found that even on those "off" days when I just can't seem to muster up the colorful vocabulary I'd like to use, I can still get the players into things by keeping the game moving. A few techniques to consider:</p><p></p><p>Have everyone roll attack and damage dice simultaneously. Make sure they all roll publicly so nobody cheats.</p><p></p><p>Make a list of several die rolls ahead of time so you don't have to waste time in-game actually rolling. I use a dice-rolling program so I can just click a few times and it's done.</p><p></p><p>Don't be afraid to gloss over unimportant details. For example, while it may require a high strength roll to open a particular door, if you know there's nothing significant beyond it, just tell the players they manage to open it and get on with play.</p><p></p><p>Opposite of the above, it sometimes builds the suspense if you have the players roll for practically everything. For example, in a recent game in which the PCs were crossing a wet rope bridge under a roaring waterfall with opponents on the opposite side I had them roll balance checks, rope use checks, reflex saves, and anything else I could think of. As written the bridge was pretty easy to cross and the opponents were pushovers. The players, though, got really nervous and went to extremes to insure their characters' safety. They had a great time.</p><p></p><p>Create a synoptic version of your adventure. Writing down only that information necessary to run a combat can save a lot of time that might otherwise have to be spent searching through stat blocks or room descriptions. A short list of saves or skill checks that might have to be made in an encounter can also save time.</p><p></p><p>Talk faster. Yes, I know it sounds silly, but as a professional public speaker I can promise you there's no better way to grab, hold, and build an audience's excitement. If you talk faster they'll listen more intently and react more quickly.</p><p></p><p>I'm sure there are a thousand other ideas out there, but these are a few I've used to some success in my own game. Hope they help.</p></blockquote><p></p>
[QUOTE="bubbagump, post: 3132724, member: 27682"] The first thing I think of when trying to spice up an adventure is "pacing." I've found that even on those "off" days when I just can't seem to muster up the colorful vocabulary I'd like to use, I can still get the players into things by keeping the game moving. A few techniques to consider: Have everyone roll attack and damage dice simultaneously. Make sure they all roll publicly so nobody cheats. Make a list of several die rolls ahead of time so you don't have to waste time in-game actually rolling. I use a dice-rolling program so I can just click a few times and it's done. Don't be afraid to gloss over unimportant details. For example, while it may require a high strength roll to open a particular door, if you know there's nothing significant beyond it, just tell the players they manage to open it and get on with play. Opposite of the above, it sometimes builds the suspense if you have the players roll for practically everything. For example, in a recent game in which the PCs were crossing a wet rope bridge under a roaring waterfall with opponents on the opposite side I had them roll balance checks, rope use checks, reflex saves, and anything else I could think of. As written the bridge was pretty easy to cross and the opponents were pushovers. The players, though, got really nervous and went to extremes to insure their characters' safety. They had a great time. Create a synoptic version of your adventure. Writing down only that information necessary to run a combat can save a lot of time that might otherwise have to be spent searching through stat blocks or room descriptions. A short list of saves or skill checks that might have to be made in an encounter can also save time. Talk faster. Yes, I know it sounds silly, but as a professional public speaker I can promise you there's no better way to grab, hold, and build an audience's excitement. If you talk faster they'll listen more intently and react more quickly. I'm sure there are a thousand other ideas out there, but these are a few I've used to some success in my own game. Hope they help. [/QUOTE]
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