Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Tricks to make your RPG experience better!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Janx" data-source="post: 4745192" data-attributes="member: 8835"><p>I disagree. I've played it both ways. I've found that a battlemat for combat scenes speeds up game play. Especially in late night, when players pay less attention when it's not their turn. Doing it the "in your head way", means each player tends to ask questions about positioning and for clarification during their turn. It's faster to look at the mat, move your guy, and roll your attacks.</p><p></p><p>It does slow down game play when the GM draws out the ENTIRE dungeon (either ahead of time, or as you move). I played with a GM who did that once. He literally made us move per combat rules through the entire dungeon. That sucked. I only played the first session, and never came back.</p><p></p><p>Switch to battlemat mode right before initiative is rolled. Stop using it when the bad guys are dead.</p><p></p><p>Other tricks I've used:</p><p>hand-outs. Anytime the PCs are given some paper, give the players some paper. It's tangible, and easy to do. There's a number of fonts in MS Word that look like hand-writing (close enough). Switch them up if you want to have some variety (I don't bother).</p><p></p><p>I almost always try to give the players a map to the dungeon. It speeds up play, as they generally point to where they want to go next. The map is always a re-created copy, leaving out secrets, and being less precise. I usually hand-draw it, so it looks more like something the NPC created as an actual map.</p><p></p><p>As a player, I keep all the maps and hand-outs I'm given for my PC. That can be a fun tool as a GM. In one campaign, I made up a "newspaper" of about 2-4 pages, with a variety of articles. Incorporating political rumors, "world" trivia about races, let me feed the players clues about what was going on in the world. You can use this to feed them stuff that they may not pay close attention to, but they'll have it to go back over when they really need it.</p><p></p><p>During combat, act with some urgency. Talk a bit faster, try to hurry players up. Make them delay or skip their turn (full defense) if they take too long. This will speed up combat, and instill a sense of urgency. I do use a houserule that the GM will not try to screw a PC on attack of opportunity (meaning the PC will use the safest path for their movement points), thus you spend less time micro-managing the counting of squares.</p></blockquote><p></p>
[QUOTE="Janx, post: 4745192, member: 8835"] I disagree. I've played it both ways. I've found that a battlemat for combat scenes speeds up game play. Especially in late night, when players pay less attention when it's not their turn. Doing it the "in your head way", means each player tends to ask questions about positioning and for clarification during their turn. It's faster to look at the mat, move your guy, and roll your attacks. It does slow down game play when the GM draws out the ENTIRE dungeon (either ahead of time, or as you move). I played with a GM who did that once. He literally made us move per combat rules through the entire dungeon. That sucked. I only played the first session, and never came back. Switch to battlemat mode right before initiative is rolled. Stop using it when the bad guys are dead. Other tricks I've used: hand-outs. Anytime the PCs are given some paper, give the players some paper. It's tangible, and easy to do. There's a number of fonts in MS Word that look like hand-writing (close enough). Switch them up if you want to have some variety (I don't bother). I almost always try to give the players a map to the dungeon. It speeds up play, as they generally point to where they want to go next. The map is always a re-created copy, leaving out secrets, and being less precise. I usually hand-draw it, so it looks more like something the NPC created as an actual map. As a player, I keep all the maps and hand-outs I'm given for my PC. That can be a fun tool as a GM. In one campaign, I made up a "newspaper" of about 2-4 pages, with a variety of articles. Incorporating political rumors, "world" trivia about races, let me feed the players clues about what was going on in the world. You can use this to feed them stuff that they may not pay close attention to, but they'll have it to go back over when they really need it. During combat, act with some urgency. Talk a bit faster, try to hurry players up. Make them delay or skip their turn (full defense) if they take too long. This will speed up combat, and instill a sense of urgency. I do use a houserule that the GM will not try to screw a PC on attack of opportunity (meaning the PC will use the safest path for their movement points), thus you spend less time micro-managing the counting of squares. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Tricks to make your RPG experience better!
Top