Pbartender
First Post
- Pacing. Don't hesitate to sacrifice encounters just so you can get to the good stuff. I'd much rather skip a minor combat encounter if it means I get to the end of the adventure! Talking about pulp gangster novels, Raymond Chandler wrote, "When in doubt, have a man come through the door with a gun in his hand." It's great advice; before things get boring, introduce time pressure or some sort of conflict. that way the session never drags.
This reminded me of something I do for the adventures I build for the Chicago Gamedays.
PC talks about skipping minor combat encounters to get to the end of an adventure, but lately I've been looking at it from the other end of the rope... That is to say, tossing in an extra minor encounter to fill in for time.
So, I'll take a similar tack to PC, and plan out no more than three major encounters that are essential to the plot, and nothing else. Then I come up with a half dozen short encounters -- and not always combat encoutners -- that are fun and can tie in to the adventure setting and plot, but are not necessary to the completion of the adventure.
That way, if the players are blowing through the adventure or are sitting around looking bored, I've already got the proverbial man with a gun ready to come through the door. If things are going smoothly, I just set them aside and don't include them.
The great thing, is that depending on which extra encounters I toss in, and depending on how the players handle them, the adventure is significantly different every time I run it.