payn
Glory to Marik
Thats a great one!Enthusiasm. If the GM isn't excited, the players won't be.
Thats a great one!Enthusiasm. If the GM isn't excited, the players won't be.
Thats a great one!
I read today four essential pieces of advice about plansPlans are over rated.
I read today four essential pieces of advice about plans
1/ Always have a plan
2/ Always be willing to change your plan
3/ Never assume you know everything about your plan
4/ Never wait to know everything.
I thought they were wise pieces of advice.
Almost the quote but a plan that adapts hasn’t failed.
Agreed! Scheduling and logistics are the biggest part of the meta-game and if the GM doesn't do it, someone else has to or nothing happens.For the most important job, I'd have to go with the outside the game that the DM must be an adult tough stance Master of Ceremonies with a backbone.
Nearly always the DM must set up the game, find players, approve players, approve characters, and set up the time and place to play. And once the game starts, the DM must maintain firm social control over things.
Plans are worthless, but planning is essential.Plans are over rated.
Fair enough. But I see your examples as being more about keeping everyone focused on the game. When you say "pacing", I was reading that in the context of story telling. There are some campaigns where I put a lot of effort into esuring good narrative pacing. But there are others where I am almost completely hands off. Aside from things that take focus off the game (page flipping through rules, out-of-game conversations, mobile-device distractions), I let the players control the pacing--even when I find myself wanting to pull my hair out. Switching the spot light, which you brought up in your post, is one example where I will intervene in these kinds of campaigns. If two players are really into something, say planning, shopping, etc., and if other players seem to be zoning out, I'll certainly ask the players who seem to be zoning out on what they are doing. I certainly want everyone engaged in the game.I want to push back against an idea upthread that suggested that the GM's job of pacing was not important if the game was player led, such as in a sandbox.
The GM is still responsible for session pacing, even if the PCs are the ones making all the decisions and driving all the action. It is still the GM's responsibility to cut short long stretches of flipping pages for rules, to shift the spotlight between the PCs, and to speed up and slow down time as is appropriate to the events going on in the game. Those are all pacing and they matter even if the PCs are wandering through the Bleak Bog in search of random encounters for those last few XP to level.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.