How to Master the Art of Pacing In TTRPGs
483 views · Jan 24, 2024 · People & Blogs
Comments · 8
@Resileaf · 2 years ago (edited)
I think the hardest place to keep pacing up is during a dungeon crawl. Dungeons are generally a series of rooms with encounters dispersed among them, which makes it difficult to do non-combat or non-exploration bits for a while. If your players are simply not the dungeon crawling types, better not to involve too much of that and keep those areas short.<br><br>Something I'd also personally add is that combat is not the only high-intensity activities you can put in your campaign. A tense interrogation session between the captured PCs and an evil inquisitor or the players trying to get information out of the henchman of a dangerous villain can be quite effective at raising the stakes in a non-combat situation. Can potentially use some house rules to see who breaks first by having social checks used in lieu of attack and damage rolls.
2
@andrewlustfield6079 · 2 years ago
Great topic! Pacing is critical. At least five of my six players are combat driven, who also like to have a rich story for context. The sixth does a lot of armature theater and teaches medieval lit at a local university. Among other things she teaches a course on monsters and their meaning. So she's the one coming up with lots of story ideas for her character. She like the combat too, but her real motives is the character development and the complications that come with that. It's a balancing act.
1
@RIVERSRPGChannel · 2 years ago
Getting everyone into the spotlight is tough with 9-11 players but I do try.
1
@Frederic_S · 1 year ago
Hidden pacing achievement for GMs: letting your players know that they have 50% of the power and the responsibility to drive the story. Pacing is the singe hardest skill to master in my opinion. Thank your for the video.
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