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<blockquote data-quote="Garnfellow" data-source="post: 2665276" data-attributes="member: 1223"><p>I'm wrapping up a long-running campaign with 10 players. It's been a joy for the most part, but as the group approaches 16th and 17th levels, sessions are really bogging down despite our efforts to keep it moving. Each character just has so many options. </p><p></p><p>Here are a few things that have helped immeasurably (in addition to the good advice already provided):</p><p></p><p>1. Do most, if not all, game housekeeping offline. Don't waste precious session time as a character picks a new class, feats, skill points, etc., buys equipment, or makes items. Email is a great tool for resolving mundane issues and setting up the session. I try to send an email out a few days before we play describing the current situation. This lets the players prepare and discuss strategies ahead of time, so that ideally they arrive at the session ready to play from the get-go.</p><p></p><p>2. Carefully manage the social aspect of the game. All the players in my group are good friends, so it's important to allow time at the start of the session for chit-chat and such. Trying to start a session too early is self-defeating, because chit-chat will happen one way or another. (And the whole point of gaming is to have a good time in a social environment, anyway.) But once it's time to start, you need to run a tight ship. It's not unlike managing a business meeting or a classroom.</p><p></p><p>3. Try to offload to the players as many in-game responsibilites as you can. For example, I have players run all cohorts, hirelings, familiars, animal companions, summoned monsters, etc. as if they were their primary character.</p><p></p><p>4. Consider making item cards for magic goodies, with short summaries of important in-game information. This is a lot of work for you out of game, but saves tons of time in-game. I have my players make item cards for any items they craft.</p><p></p><p>5. Spellcasters can be the single biggest pain in the rear. Require each spellcaster to have picked out their spells ahead of time (which is possible if you follow advice item #1, and circulate a session set-up ahead of time), know their spell's DC, as well as all important spell effects. I have players draw out areas of effect on the grid and rely on them to understand how a spell works. Ideally, you should only have to adjudicate exceptional situations.</p><p></p><p>6. The "Players Roll All the Dice" variant rule from Unearthed Arcana is very helpful in speeding up combats.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 2665276, member: 1223"] I'm wrapping up a long-running campaign with 10 players. It's been a joy for the most part, but as the group approaches 16th and 17th levels, sessions are really bogging down despite our efforts to keep it moving. Each character just has so many options. Here are a few things that have helped immeasurably (in addition to the good advice already provided): 1. Do most, if not all, game housekeeping offline. Don't waste precious session time as a character picks a new class, feats, skill points, etc., buys equipment, or makes items. Email is a great tool for resolving mundane issues and setting up the session. I try to send an email out a few days before we play describing the current situation. This lets the players prepare and discuss strategies ahead of time, so that ideally they arrive at the session ready to play from the get-go. 2. Carefully manage the social aspect of the game. All the players in my group are good friends, so it's important to allow time at the start of the session for chit-chat and such. Trying to start a session too early is self-defeating, because chit-chat will happen one way or another. (And the whole point of gaming is to have a good time in a social environment, anyway.) But once it's time to start, you need to run a tight ship. It's not unlike managing a business meeting or a classroom. 3. Try to offload to the players as many in-game responsibilites as you can. For example, I have players run all cohorts, hirelings, familiars, animal companions, summoned monsters, etc. as if they were their primary character. 4. Consider making item cards for magic goodies, with short summaries of important in-game information. This is a lot of work for you out of game, but saves tons of time in-game. I have my players make item cards for any items they craft. 5. Spellcasters can be the single biggest pain in the rear. Require each spellcaster to have picked out their spells ahead of time (which is possible if you follow advice item #1, and circulate a session set-up ahead of time), know their spell's DC, as well as all important spell effects. I have players draw out areas of effect on the grid and rely on them to understand how a spell works. Ideally, you should only have to adjudicate exceptional situations. 6. The "Players Roll All the Dice" variant rule from Unearthed Arcana is very helpful in speeding up combats. [/QUOTE]
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