You don’t want to railroad, but keeping pace is vital. As a GM, your job is making sure the structure sets everyone up for success.
The Alexandrian talks about how scenarios are connected by clues. As players find clues, they follow the trail to the next meaningful scenario. You can check it out here. I like the idea of clues. You can use clues to manage the pacing.
Timing ebbs and flows in a campaign. You want to enhance that experience, and you can do that while still finishing on time by managing clues. If things are dragging, introduce more clues, or plot threads, that help drive them to the next major scenario. Throw in a letter or journal in the goblin’s loot. Let the bandits come to the characters when they catch wind that they’re on the trail. When they’re searching, give them more opportunities to find and follow threads to the next meaningful scenario.
If things are going well in a scenario, and great stories are being told, then continue supporting the exposition. Ease back on the clues, then make up the time with “shortcut Clues” after. In one game, my players loved engaging with the denizens of the arctic prospector town. They helped with a yeti problem and forged a relationship with the quartermaster. They spent a lot of time there. To compensate, I needed to shortcut the time spent traveling to the final destination. I introduced “shortcut Clues” built from their story choices. Their actions got them thick yeti-fur coats and a dogsled team, that shortcut them to the final dungeon with ease.
Remember, no obstacle is so important that it takes precedent over the final dramatic question. If you’re strapped for time, let them find a map of the facility in the library, so they can skip the minions and get right to the epic finale.
Be First to Comment