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	<title>Comments on: Don’t Skip the Slow Parts</title>
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	<link>http://dungeonsmaster.com/2009/03/dont-skip-the-slow-parts/</link>
	<description>A Dungeons &#38; Dragons Resource Blog For Dungeon Masters &#38; Players</description>
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		<title>By: Greatest Hits 2010: Convention Tips 6 for Players, 6 for DMs — Dungeon&#039;s Master</title>
		<link>http://dungeonsmaster.com/2009/03/dont-skip-the-slow-parts/comment-page-1/#comment-31831</link>
		<dc:creator>Greatest Hits 2010: Convention Tips 6 for Players, 6 for DMs — Dungeon&#039;s Master</dc:creator>
		<pubDate>Sun, 26 Dec 2010 15:03:16 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=691#comment-31831</guid>
		<description>[...] Don’t Skip the Slow Parts [...]</description>
		<content:encoded><![CDATA[<p>[...] Don’t Skip the Slow Parts [...]</p>
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		<title>By: ducttapebandit</title>
		<link>http://dungeonsmaster.com/2009/03/dont-skip-the-slow-parts/comment-page-1/#comment-24654</link>
		<dc:creator>ducttapebandit</dc:creator>
		<pubDate>Tue, 07 Sep 2010 22:34:04 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=691#comment-24654</guid>
		<description>That&#039;s a good point Baffal.  I&#039;ve DM&#039;ed a few one-shot adventures, but not a campaign where we had that chance.  I do know that when I get that chance at a campaign, I plan on asking my players to send me a brief e-mail after each session with what their characters are currently thinking/may do.  It will push them to develop their character&#039;s personality plus it will let me know what to prep for.  Of course, they&#039;ll be doing it for the bonus XP.</description>
		<content:encoded><![CDATA[<p>That&#8217;s a good point Baffal.  I&#8217;ve DM&#8217;ed a few one-shot adventures, but not a campaign where we had that chance.  I do know that when I get that chance at a campaign, I plan on asking my players to send me a brief e-mail after each session with what their characters are currently thinking/may do.  It will push them to develop their character&#8217;s personality plus it will let me know what to prep for.  Of course, they&#8217;ll be doing it for the bonus XP.</p>
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		<title>By: Baffal</title>
		<link>http://dungeonsmaster.com/2009/03/dont-skip-the-slow-parts/comment-page-1/#comment-24442</link>
		<dc:creator>Baffal</dc:creator>
		<pubDate>Sat, 04 Sep 2010 01:24:55 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=691#comment-24442</guid>
		<description>Not to take the sitting-at-the-table-with-character-sheet-and-pencil aspect away, but long term character development can happen when you&#039;re not sitting around the table too.  See if your players are open to role playing via email.  This can never replace role playing around the table, but it&#039;s a great way to get players to develop those key background ideas and flesh out backstories... copy everyone in the party and expect this to feel like role playing in slo mo but documenting is one of the best ways to remind yourself and your players about important factors in their life stories.</description>
		<content:encoded><![CDATA[<p>Not to take the sitting-at-the-table-with-character-sheet-and-pencil aspect away, but long term character development can happen when you&#8217;re not sitting around the table too.  See if your players are open to role playing via email.  This can never replace role playing around the table, but it&#8217;s a great way to get players to develop those key background ideas and flesh out backstories&#8230; copy everyone in the party and expect this to feel like role playing in slo mo but documenting is one of the best ways to remind yourself and your players about important factors in their life stories.</p>
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		<title>By: Greatest Hits 2009: Taking The Dungeon Out Of Dungeons And Dragons — Dungeon&#39;s Master</title>
		<link>http://dungeonsmaster.com/2009/03/dont-skip-the-slow-parts/comment-page-1/#comment-8764</link>
		<dc:creator>Greatest Hits 2009: Taking The Dungeon Out Of Dungeons And Dragons — Dungeon&#39;s Master</dc:creator>
		<pubDate>Mon, 28 Dec 2009 13:21:14 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=691#comment-8764</guid>
		<description>[...] has written about dungeons. He’s covered the topic through a skill challenge and as a DM aide on pacing the adventure. His articles got me thinking about dungeons and the place they hold in the game. First and [...]</description>
		<content:encoded><![CDATA[<p>[...] has written about dungeons. He’s covered the topic through a skill challenge and as a DM aide on pacing the adventure. His articles got me thinking about dungeons and the place they hold in the game. First and [...]</p>
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		<title>By: ducttapebandit</title>
		<link>http://dungeonsmaster.com/2009/03/dont-skip-the-slow-parts/comment-page-1/#comment-3508</link>
		<dc:creator>ducttapebandit</dc:creator>
		<pubDate>Thu, 03 Sep 2009 18:26:31 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=691#comment-3508</guid>
		<description>I heard of one DM that got tired of the rouge checking doors for traps.  He eventually just told the guy &quot;There are no traps on any of the doors.  Don&#039;t bother rolling.&quot;  As someone that likes to play rouges and other characters with trap finding, I think that&#039;s the worst possible solution.</description>
		<content:encoded><![CDATA[<p>I heard of one DM that got tired of the rouge checking doors for traps.  He eventually just told the guy &#8220;There are no traps on any of the doors.  Don&#8217;t bother rolling.&#8221;  As someone that likes to play rouges and other characters with trap finding, I think that&#8217;s the worst possible solution.</p>
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		<title>By: Poll Results — Dungeon's Master</title>
		<link>http://dungeonsmaster.com/2009/03/dont-skip-the-slow-parts/comment-page-1/#comment-1853</link>
		<dc:creator>Poll Results — Dungeon's Master</dc:creator>
		<pubDate>Mon, 06 Jul 2009 13:08:53 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=691#comment-1853</guid>
		<description>[...] Don&#8217;t Skip the Slow Parts [...]</description>
		<content:encoded><![CDATA[<p>[...] Don&#8217;t Skip the Slow Parts [...]</p>
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		<title>By: Ameron</title>
		<link>http://dungeonsmaster.com/2009/03/dont-skip-the-slow-parts/comment-page-1/#comment-323</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Thu, 02 Apr 2009 12:24:17 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=691#comment-323</guid>
		<description>@ OGG
Thanks for visiting Dungeon&#039;s Master. I&#039;m glad you found this article interesting.

@Skallawag
I couldn&#039;t agree more. If empty rooms are just there for flavour then either remove them from the adventure or try to create good role-playing opportunities. Don&#039;t waste time searching through empty room after empty room. Keep the game moving.

@Mike
I think your idea is great. A skill challenge could certainly cover a lot of ground while keeping the players engaged. I really like your reference to a montage, that&#039;s exactly how I&#039;d envision a skill challenge of this sort. Good call.

@Suddry
Using a blog or email to give players out-of-game opportunities to develop their characters is a great idea. As you mentioned, a weekly game run for 4 hours doesn&#039;t leave a lot of room for non-essential extras. But I think the players get out of it what they put in. If they want to check every room for loot, then that&#039;s their call. The DM needs to encourage them to put their time and effort to the best use during the game. Good suggestions, Suddry.</description>
		<content:encoded><![CDATA[<p>@ OGG<br />
Thanks for visiting Dungeon&#8217;s Master. I&#8217;m glad you found this article interesting.</p>
<p>@Skallawag<br />
I couldn&#8217;t agree more. If empty rooms are just there for flavour then either remove them from the adventure or try to create good role-playing opportunities. Don&#8217;t waste time searching through empty room after empty room. Keep the game moving.</p>
<p>@Mike<br />
I think your idea is great. A skill challenge could certainly cover a lot of ground while keeping the players engaged. I really like your reference to a montage, that&#8217;s exactly how I&#8217;d envision a skill challenge of this sort. Good call.</p>
<p>@Suddry<br />
Using a blog or email to give players out-of-game opportunities to develop their characters is a great idea. As you mentioned, a weekly game run for 4 hours doesn&#8217;t leave a lot of room for non-essential extras. But I think the players get out of it what they put in. If they want to check every room for loot, then that&#8217;s their call. The DM needs to encourage them to put their time and effort to the best use during the game. Good suggestions, Suddry.</p>
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		<title>By: Suddry</title>
		<link>http://dungeonsmaster.com/2009/03/dont-skip-the-slow-parts/comment-page-1/#comment-281</link>
		<dc:creator>Suddry</dc:creator>
		<pubDate>Wed, 01 Apr 2009 02:46:35 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=691#comment-281</guid>
		<description>Good post.  Lots of food for thought here.

I really struggle with this issue as a DM sometimes.  I love roleplay.  I really do.  However as DM my main role is to keep the game moving and the players interested. Creeping through empty &quot;rooms&quot; doesn&#039;t add a lot of fun to the game for me and by the look on my players eye-glazed faces, most of them don&#039;t either.  Who wants to spend 15 real minutes searching a room or talking to every NPC in the bar just because?  (Of course if that is what the group finds fun then the DM should oblige!)

My goal as DM is to try and get through 3 encounters a session.  It can be hard enough getting through &quot;real&quot; encounters in a 4 hour time slot without adding too much extra stuff in.  Not only that, it doesn&#039;t take long before the PCs are getting frustrated because they think they are missing something.  (Of course that could very well be the result of consistantly making each stop have a reward or some meaning.  &quot;We are rolling dice.  Hmm... must be something here.&quot;)

I agree with Mike&#039;s comment above.  The in-between can be handled with skill challenges if you want.  That said, I suck at them which is probably an issue that holds me back as a 4E DM.

Here is my view on role-play:  I like high-level character building to occur in session and details to occur on our blog site or via email between sessions.  I feel roleplay really shines when your character plays actually makes decisions like the character would during the &quot;real&quot; encounters.  Meta-gaming and snail-pace trap-checking be damned.  Roleplay your character in game and the game stays fun.

(edit:  Not changing my comment at all but I want to clarify that I really enjoyed this blogpost.  There are some good thoughts here that can easily be used to better any DM&#039;s skillset.  Keep it up!)</description>
		<content:encoded><![CDATA[<p>Good post.  Lots of food for thought here.</p>
<p>I really struggle with this issue as a DM sometimes.  I love roleplay.  I really do.  However as DM my main role is to keep the game moving and the players interested. Creeping through empty &#8220;rooms&#8221; doesn&#8217;t add a lot of fun to the game for me and by the look on my players eye-glazed faces, most of them don&#8217;t either.  Who wants to spend 15 real minutes searching a room or talking to every NPC in the bar just because?  (Of course if that is what the group finds fun then the DM should oblige!)</p>
<p>My goal as DM is to try and get through 3 encounters a session.  It can be hard enough getting through &#8220;real&#8221; encounters in a 4 hour time slot without adding too much extra stuff in.  Not only that, it doesn&#8217;t take long before the PCs are getting frustrated because they think they are missing something.  (Of course that could very well be the result of consistantly making each stop have a reward or some meaning.  &#8220;We are rolling dice.  Hmm&#8230; must be something here.&#8221;)</p>
<p>I agree with Mike&#8217;s comment above.  The in-between can be handled with skill challenges if you want.  That said, I suck at them which is probably an issue that holds me back as a 4E DM.</p>
<p>Here is my view on role-play:  I like high-level character building to occur in session and details to occur on our blog site or via email between sessions.  I feel roleplay really shines when your character plays actually makes decisions like the character would during the &#8220;real&#8221; encounters.  Meta-gaming and snail-pace trap-checking be damned.  Roleplay your character in game and the game stays fun.</p>
<p>(edit:  Not changing my comment at all but I want to clarify that I really enjoyed this blogpost.  There are some good thoughts here that can easily be used to better any DM&#8217;s skillset.  Keep it up!)</p>
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		<title>By: Mike</title>
		<link>http://dungeonsmaster.com/2009/03/dont-skip-the-slow-parts/comment-page-1/#comment-280</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Wed, 01 Apr 2009 01:37:18 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=691#comment-280</guid>
		<description>Actually, Skill Challenges, when run right, can help navigate a dungeon like that quickly and with a little bit of a game built in too.

One time I ran a one-shot adventure of Castle Ravenloft for some friends. It had only five encounters, three of which were combat and two skill challenges. They basically navigated all of the castle with a single large skill challenge that included handling clouds of bats, the female spectres of Strahd&#039;s dead concubines, dealing with huge mechanical traps, and all sorts of other things. Some of the players liked it - some didn&#039;t, but it got the idea across that they traveled through the whole castle, a bunch of stuff happened, and now they&#039;re at Strahd. For a one-shot it worked well.

That&#039;s probably how I&#039;d handle the dead rooms in between the others. I also hand-wave them with a &quot;you travel through a network of coordiors and rooms, avoiding or cutting down nasty beasts until you reach...this place!&quot;

Think of it as a montage in a movie or show. They skip a whole pile of stuff, just showing little slivers of what&#039;s happening, and then get back to the juicy parts.</description>
		<content:encoded><![CDATA[<p>Actually, Skill Challenges, when run right, can help navigate a dungeon like that quickly and with a little bit of a game built in too.</p>
<p>One time I ran a one-shot adventure of Castle Ravenloft for some friends. It had only five encounters, three of which were combat and two skill challenges. They basically navigated all of the castle with a single large skill challenge that included handling clouds of bats, the female spectres of Strahd&#8217;s dead concubines, dealing with huge mechanical traps, and all sorts of other things. Some of the players liked it &#8211; some didn&#8217;t, but it got the idea across that they traveled through the whole castle, a bunch of stuff happened, and now they&#8217;re at Strahd. For a one-shot it worked well.</p>
<p>That&#8217;s probably how I&#8217;d handle the dead rooms in between the others. I also hand-wave them with a &#8220;you travel through a network of coordiors and rooms, avoiding or cutting down nasty beasts until you reach&#8230;this place!&#8221;</p>
<p>Think of it as a montage in a movie or show. They skip a whole pile of stuff, just showing little slivers of what&#8217;s happening, and then get back to the juicy parts.</p>
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		<title>By: skallawag</title>
		<link>http://dungeonsmaster.com/2009/03/dont-skip-the-slow-parts/comment-page-1/#comment-279</link>
		<dc:creator>skallawag</dc:creator>
		<pubDate>Tue, 31 Mar 2009 20:48:26 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=691#comment-279</guid>
		<description>According to a LRF module that I&#039;m looking to run my group through, each &quot;empty&quot; room is still considered an encounter. The empty rooms add some flair to the adventure, and what one person does in a room can affect the PC in a future module.

Why are there 3 rooms if there is no significance to the rooms? If there&#039;s no significance, then why not just remove it from the adventure... you&#039;re the DM after all.

Pacing and balance are key, and something the DM &lt;b&gt;really&lt;b&gt; needs to pick up on.</description>
		<content:encoded><![CDATA[<p>According to a LRF module that I&#8217;m looking to run my group through, each &#8220;empty&#8221; room is still considered an encounter. The empty rooms add some flair to the adventure, and what one person does in a room can affect the PC in a future module.</p>
<p>Why are there 3 rooms if there is no significance to the rooms? If there&#8217;s no significance, then why not just remove it from the adventure&#8230; you&#8217;re the DM after all.</p>
<p>Pacing and balance are key, and something the DM <b>really</b><b> needs to pick up on.</b></p>
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