- Joined
- Mar 10, 2009
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You are right in that I over plan it, but I am so conflicted on this. Just this week my GM spent 20 minutes setting up a very small encounter, then once we started he noticed he did it wrong and we had to do it again after 10 more minutes. To me that can't happen. It was likely an on the fly encounter but I would make sure I would have my 1-3 different sets/levels of reskinable enemies in the barrel ready to rock for any situation. It killed the rest of that game.
Ugh, that's teeeerrrrrrrible. That's one of the fastest ways to kill momentum in a game. If I tried something like resetting a combat halfway through with my last group I would have had a general mutiny on my hands. It sounds like the guy needs to learn to roll with the punches better.
On having stock encounters ready to go: I think that's a good idea.
It looks like we have a few newer or interested players so any advice on where to begin, what to expect, and how to play is welcome from the rpg vets
My one suggestion is on etiquette. If you are new to RPGs and are looking to join a game the biggest tip I have is attend when you say you are going to attend. Nothing ruins a game more then last minute cancels or flake outs. It puts the GM in a terrible position and likely wasted some of the planning he/she did. So give notice ASAP when you know you won't be there and try to never leave your attendance up to a "maybe."
Also, if you are I a group, make it a point to attend regularly
That's all I got
Yeah, don't run on "gamer time." Be punctual! Habitually late people ruin things for everybody.
Oh, also: bringing communal snacks is always welcome. If everybody pitches in and picks up a single bag of chips or 2L of soda (or six pack of beer if your group is so inclined) you can have a fully stocked game session for $5 a person.