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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="Sadras" data-source="post: 7503184" data-attributes="member: 6688277"><p>Given that we only get to roleplay around twice in a month per campaign, and that is if we are lucky, pacing is critically important for me. For that reason much of the basic humdrum of exploration (the repetitiveness especially i.e. search the room, listen for noise, check for traps, check for tracks) is very much fast-tracked. I provide the details relatively quickly and upfront.</p><p>It is only where possibly time is a factor that I would hold back and wait on the players to prompt me.</p><p></p><p>Pacing has even affected combat, where the odd combat that would occur during a journey that is only included to reflect the dangers of the specific wilderness is glossed over and narrated for colour purposes, particularly if the characters are high enough level to deal with the threat and the resource drain is/will not be a factor.</p><p></p><p>So in our 10th level campaign, the journey to Icewind Dale was concluded with via a skill challenge with costs being resources (HD, hit points, a spell and/or time) and the resource drain only because I knew at the character's arrive in Brynn Shander they would immediately find themselves in the middle of a combat encounter, otherwise the only loss worthy of recording would be time.</p><p></p><p>In our 4th level campaign, the 15-16 day journey, which I ran over 5 hours (Chapter 3 Storm King's Thunder), every day had a small narration of something of interest and/or settlement stop-over and/or combat encounter. Certainly more detailed than my 10th level campaign but pacing was just as important. </p><p>Narrative colour, yes/no/maybe on skill checks, and quick combats help with pacing.</p><p></p><p>The characters travelling through the Dessarin Hills were ambushed by a trio of manticores who rather smartly kept their distance (flying or otherwise) while firing off their deadly spikes. The characters quickly realising that they were outmatched in this situation took full cover (hid) amongst the rock and hilly alcoves in the vicinity of the trail to avoid the spike threat. </p><p>With one of the manticores retreating from combat due to heavy damage sustained the remaining manticores, although untouched, were unwilling to close the range with the adventuring group and after a moment or two of circling the area decided to leave and look for easier food. That encounter was perfect to reflect the real dangers of travelling, it provided a resource drain, the players got to enjoy a combat encounter and to think on their feet on how to minimise the threat.</p><p></p><p>EDIT: As DMs we have endless stories, published or otherwise, we sometimes battle to get through them, so we have to think and plan smartly. Having characters investigate every cornice and crevice just doesn't make much sense given our limited time.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7503184, member: 6688277"] Given that we only get to roleplay around twice in a month per campaign, and that is if we are lucky, pacing is critically important for me. For that reason much of the basic humdrum of exploration (the repetitiveness especially i.e. search the room, listen for noise, check for traps, check for tracks) is very much fast-tracked. I provide the details relatively quickly and upfront. It is only where possibly time is a factor that I would hold back and wait on the players to prompt me. Pacing has even affected combat, where the odd combat that would occur during a journey that is only included to reflect the dangers of the specific wilderness is glossed over and narrated for colour purposes, particularly if the characters are high enough level to deal with the threat and the resource drain is/will not be a factor. So in our 10th level campaign, the journey to Icewind Dale was concluded with via a skill challenge with costs being resources (HD, hit points, a spell and/or time) and the resource drain only because I knew at the character's arrive in Brynn Shander they would immediately find themselves in the middle of a combat encounter, otherwise the only loss worthy of recording would be time. In our 4th level campaign, the 15-16 day journey, which I ran over 5 hours (Chapter 3 Storm King's Thunder), every day had a small narration of something of interest and/or settlement stop-over and/or combat encounter. Certainly more detailed than my 10th level campaign but pacing was just as important. Narrative colour, yes/no/maybe on skill checks, and quick combats help with pacing. The characters travelling through the Dessarin Hills were ambushed by a trio of manticores who rather smartly kept their distance (flying or otherwise) while firing off their deadly spikes. The characters quickly realising that they were outmatched in this situation took full cover (hid) amongst the rock and hilly alcoves in the vicinity of the trail to avoid the spike threat. With one of the manticores retreating from combat due to heavy damage sustained the remaining manticores, although untouched, were unwilling to close the range with the adventuring group and after a moment or two of circling the area decided to leave and look for easier food. That encounter was perfect to reflect the real dangers of travelling, it provided a resource drain, the players got to enjoy a combat encounter and to think on their feet on how to minimise the threat. EDIT: As DMs we have endless stories, published or otherwise, we sometimes battle to get through them, so we have to think and plan smartly. Having characters investigate every cornice and crevice just doesn't make much sense given our limited time. [/QUOTE]
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