| Post/Author/DateTime | Post |
|---|---|
| The Axeman01-03-04, 01:51 AM | Well this is an ongoing problem with my group (which I am a player and sometimes DM). This campaign has been going on for about 6 months. We seem to spend HUGE, I mean freaking huge amounts of time trying to decide on every little thing. Decisions are rampant as you know and we are more or less a democratic group so debates are frequent and long winded, both regarding in game situations and out of game rules etc. We only play once a week for about 5-6 hours. Can't change that so.... At this pace we are going to finish the campaign somewhere in the year 2008. Thats not very far from the truth sadly. I need some good tips on getting these guys on their merry way without an hour long discussion about how many gold pieces can fit in a crate. For example, last session it took us 5-6 hours real time to sail from one city to Waterdeep (about 3 days game time) and do some shopping in Waterdeep and visit some important political figures. The only dice rolling we did was listening in on conversations and messing around and doing some shopping. We have a distinct goal that is known to all PCs and players in this campaign. So in other words we wasted one whole session we are no closer (figuratively) to our goal then we were last session. We still had fun and yeah I know that is goal but the co-DM and I would like to see the campaign develop before we start collecting social security. We are not railroading the PCs nor are they lacking in information about the choices they can make or what they need to do. We gave them the in game equivalent of an ultimatum telling them what they need to do. Now I just need help getting the players and PCs both to make efficient use of our real time in acheiving the goals of the campaign. Feel free to vent. What boggs your game down? How do you deal with it? Thank you in advance. |
| primemover00301-03-04, 02:05 AM | Well Axeman it looks as if you're giving them too much in game time to do things that can easily be handled OOG during the week. You don't have to rail road the PC's to get them moving. Some tips: - unless there is a real reason to play through it, make overland travel a block of flavor text. Random encounters are nice if the PC's are just exploring the deep dark woods, but not if they are trying to get to point B. Again only if it enhances your story. - give them time limits. Either the king dies in 24 hours if you can't find the cure or someone else will beat you to treasure x if you lollygag. Time dependant pressure makes for drama and tension, which is always good in an adventure. Remember nothing should be completely static in the game world. Let the PC's know the world still turns when they are in town to equip and make items:) - make them face consequences for failure (and success). There are ALWAYS consequences for adventurers to face. Some are not as bad as they seem. |
| Mithose01-03-04, 03:11 AM | I find that my pcs will really speed up their time managment if they democratically select some one to lead the party, its usually the most charismatic pc (because it just makes sense that the pc's would listen to him) after that what he says goes, unless the others have a very good reason (ie theirs a dragon behind that door). I would have thought that this would make the game less fun, but I also thought spending five hours deciding if we should walk or teleport was not fun. Also, since the party leader is now sort of an official position, it makes for soem interestign character interaction when some one contests the leader (2 paladins fighting AAA whats goign on) or trys to take the leadership position from the current leader. |
| The Axeman01-03-04, 12:09 PM | Originally posted by primemover003 Well Axeman it looks as if you're giving them too much in game time to do things that can easily be handled OOG during the week. You don't have to rail road the PC's to get them moving. Some tips: - unless there is a real reason to play through it, make overland travel a block of flavor text. Random encounters are nice if the PC's are just exploring the deep dark woods, but not if they are trying to get to point B. Again only if it enhances your story. - give them time limits. Either the king dies in 24 hours if you can't find the cure or someone else will beat you to treasure x if you lollygag. Time dependant pressure makes for drama and tension, which is always good in an adventure. Remember nothing should be completely static in the game world. Let the PC's know the world still turns when they are in town to equip and make items:) - make them face consequences for failure (and success). There are ALWAYS consequences for adventurers to face. Some are not as bad as they seem. Well I'm not a new DM or player so needless to say those tips you mentioned are always being utilized. |
| The Axeman01-03-04, 12:11 PM | Originally posted by Mithose I find that my pcs will really speed up their time managment if they democratically select some one to lead the party, its usually the most charismatic pc (because it just makes sense that the pc's would listen to him) after that what he says goes, unless the others have a very good reason (ie theirs a dragon behind that door). I would have thought that this would make the game less fun, but I also thought spending five hours deciding if we should walk or teleport was not fun. Also, since the party leader is now sort of an official position, it makes for soem interestign character interaction when some one contests the leader (2 paladins fighting AAA whats goign on) or trys to take the leadership position from the current leader. This thought crossed my mind. However, it presents various problems of it's own. But good suggestion. |