Moving the Game Along...
#1
Posted 11 August 2002 - 10:18 PM
So, a short list of things I've found that help keep the game moving (only some of which I've mentioned in my dealings with the DNDresources house crew.)
1) When you are in the combat, everyone should be planning their move before it's actually their turn in initiative. If someone repeatedly is unprepared for their turn in combat, I have counted to ten silently after I have asked what they're doing; if they haven't given me an answer by then, I move on, declaring that the character is obviously confused about what they should be doing. Other GMs I've played under used an eggtimer. You had to be able to declare your action and make any initial rolls by the time the eggtimer ran out, or else, again, you did nothing.
2) Players should be able to pull anything they need right off their sheets; ideally, they should never need to crack a book. LadyOfDragons has taken to putting the text of the spells in her spellbook for Red right on her character sheet. I use index cards. This is a case where taking the one minute beforehand saves five in the game.
3) Get eating out of the way before you begin. If possible, have drinks within easy reach for refills during the game.
4) Allow time for socialization before the game. Encourage that out-of-game discussions be taken care of before you begin, and tell players to write down out-of-game ideas to discuss them out-of-game.
5) Take short breaks (five minutes here or there) so people can go use the facilities or refill on those drinks that aren't local, and then return to the game, instead of jumping up in the middle of your epic combat to say, "Pardon me, pardon me, excuse me, pardon me."
Comments and other suggestions are welcome.
#2
Posted 12 August 2002 - 01:12 AM
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Writing/DND Website: http://www.shawngray.ca
Carleton University English Literature Society Website: http://www.carleton.ca/els
#4
Posted 12 August 2002 - 02:43 PM
That food thing doesn't work so well for me. We get to my house round 4, peeps leave round 10. So we eat in the middle it doesn't interupt too much when eating during play, but when they get out the nachos and tortias, then things get hectic, always reaching asking pass the dipping sauce, melt more cheese!!!!!
WARNING: to all dms don't give the pcs the illusion of chips in the house
so that is my advise to yall out there
>donaghey
#5
Posted 12 August 2002 - 04:27 PM
I have to state that although candlelight may help set the tone, it isn't appropriately bright enough to reference your sheets or dice. I have dice that are medium blue on dark blue. They'd be really hard to read under candlelight. If we were LARPing, yes... around a table... I'd prefer being able to see, and let my mind do more of the recreation.
Same goes for incense... though it can help set the mood, some people don't react well to it.
However, music, if played at a proper volume, helps carry the tone into the game without adding anything chemical to the air.
#6
Posted 12 August 2002 - 04:44 PM
1) Pre-roll damage for static traps. That way, you don't have to stop to roll and add when that Glyph of Warding sends a 50KV charge through the plate-clad fighter.
2) Use an initiative chart to keep track of where in the round you are. There's a very good description of this in the DMG.
3) Although you should have an up-to-date copy of everyone's player sheet, make a cheatsheet of the important stuff: Name, Race, Class, ACs (all of 'em), HP, attack bonuses, base spell DC, and # of spells per level per day. Also include movement rate, encumbrance and/or armor penalties.
4) Make the party give you a generic marching order for passageways of 5', 10', and 20' wide. Unless someone specifically says they're somewhere else before an encounter begins, use that marching order to lay out miniatures.
#7
Posted 14 August 2002 - 03:52 PM
just me 2 cents
"Those who fear the darkness, have never seen what the light can do."
"Worship the ideal, not the idol."
#9
Posted 14 August 2002 - 08:47 PM
Characters have to eat too, so one thing I've done is added a bunch of little tick boxes to my master sheet that shows how much food they have left. It gets really interesting when they run out and no one is really all that good at hunting, or deep in a dungeon. Goblin meat apparently tastes like chicken does... after its been left out for two or three days.
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Writing/DND Website: http://www.shawngray.ca
Carleton University English Literature Society Website: http://www.carleton.ca/els
#11
Posted 15 August 2002 - 03:31 PM
#12
Posted 15 August 2002 - 03:36 PM
#13
Posted 15 August 2002 - 03:45 PM
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I'm sorry
for those not "in the know", I am infamous for falling asleep during games. Generally there are two reasons for this.
1) it is past my bedtime, and my body just shuts down. If I could remember to drink a cup of coffee during the game it would probably help.
2) I get bored of waiting for other people at the table. Sometimes it takes like 5-10 minutes to get back to me. It's very hard to keep up the excitement level, and #1 happens that much easier.
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#14
Posted 15 August 2002 - 04:13 PM
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2) I get bored of waiting for other people at the table. Sometimes it takes like 5-10 minutes to get back to me. It's very hard to keep up the excitement level, and #1 happens that much easier.
Regarding #2, hopefully folks can take some of Cuilean's ideas to heart to keep things moving. I know that, unless I'm researching spells for some odd possible use, I try to have my action already planned out ahead of time... including already having figured out my applicable bonuses or negatives to hit, so it's just roll-and-add 1 number.
As far as #1, you do realize you'll be reminded by the whole group to have some coffee with dinner now.
"Be wary of dragons, for thou art crunchy and taste good with ketchup."
#15
Posted 15 August 2002 - 08:00 PM
My problem with candles has always been the level of illumination; I agree that they, like incense, have their place in creating the "mood"... but if I have to squint so hard my eyes hurt in order to read my sheet, then I'm not enjoying the game as much.

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