I always roll behind the screen! |
It's been an interesting experience running those three types of games. I've learned quite a bit from the experience. So in no particular order, here are some of my observations and lessons I picked up from running these games.
- You are the only one who knows that the players missed that really cool room/treasure/encounter.
- The first adventure I ran was a dungeon crawl that lasted two, four hour sessions. I worked on it for a good couple weeks coming up with traps, cool encounters, interesting non-player characters and a fun boss battle. When we finished the first session it became obvious that I crated too much material. I was actually annoyed that they were going to have to miss some of the fun things I thought up if we were going to end the game the next session. For a while I was disappointed by the experience. But when I talked to the players, they really enjoyed it. I was the only one who felt that it wasn't as good as it could have been, because I was the only one who knew about the stuff they missed.
- Nothing is wasted, it just goes into the next adventure.
- That is when I picked up the cool NPCs and plunked them down into the next short session I ran about six months later. I took one of the traps they avoided, and tweaked it for the new setting and used it. Again I made a bit too much material for this second game so some of that stuff got shifted to the one shots I ran almost two years later. Just make sure you keep your notes, because you never know when it will be useful.
- You control the pace.
- Yeah, learned this the hard way. The second game I ran I set up like an old school
THAC0? We don't need no stinkin' THAC0! - Prep for the next session only.
- World building is a blast, and coming up with all these great schemes and villain plans is a lot of fun. But there are so many times that you never get to those moments, or when you do it is six sessions later and so much has changed that your original plan doesn't even work. Even running a published adventure like Dragon of Icespire Peak doesn't guarantee that you will follow the written path. The players will do their own thing, come up with innovative solutions, and take the story in unusual directions. So the best thing to do is to have a very lose outline of your overarching plan. But really focus on prepping for that next session. Don't get lost in the joys of world building when you never get a chance to get out of the village.
- Handouts
- Players like to have things they can reference, review and dig into. This can be a simple menu for the tavern, or a letter from an enemy or a treasure map. Playing at the virtual table, it can be a bit tricky, but possible to come up with all kinds of written material for the players to interact with. Remember rule 4 and don't spend an outrageous amount of time of these, but do spend some time. When you are playing at the physical table, having physical spell scrolls to hand out, actual inspiration tokens to manipulate and even magic item cards can add to the game. It is one of things I think The Essentials Kit did so well with their box. I love the two sided map and having those cards for the sidekicks has been a lot of fun (since I ended up using about half of them to people Phandalin).
Oh you think you know it all? Well, you haven't even begun to learn. (insert evil chuckle) |
Do you have any tips you want to share?
1 comment:
All great tips! I’m bout to run Dragon of Icespire peak for my family so gonna read up on your adventures! Thanks!
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