scytale2
August 4th, 2008, 13:48
One of the big bugbears for On-line D&D is the speed (or lack of) that the game runs. For the DM, there is little substitute for proper planning and preparation and for players clearly it's up to them to make sure they are ready to take their actions, so as not to delay the rest of the group.
I thought it would be useful to compile a thread of ideas for speeding up play and so here it is.
Here are one or two things that might be useful:
DMs
a) Check your watch frequently during play. Sometime time passes without anything happening and a time check can prompt action
b) If players don't take an action in combat, delay them on the tracker and move onto the next. Use the bell on the characters.
c) Use the roleplay time (if DM not included) to predict and set up the next encounter. If you're wrong, then at least you tried
d) Prepare the tokens at the correct size for the map - it's quicker
e) Make sure you know the module (or what you wrote) ahead of time
f) Ask players to check the rules, when they are in doubt - they have the books too and have more time on their hands
g) Size your maps and tokens for fast download
h) Agree (if possible) on joint breaks at specific times.
i) Don't make combats too ambitious and don't worry too much, if you've forgotten one of those minion's attacks - presume they missed:)
Players
a) Set up hotkeys
b) Know your character's abilities (powers) and in 4th edition type them into the character sheet, so everyone can read them
c) Pre-prepare your typed action ahead of time (if using text)
d) Make your own portrait and email the GM a top down token for your character, sized appropriately
e) Remember that when you have the combat flag, no one else does, so don't make them wait longer than they need to.
Hope others can add!
I thought it would be useful to compile a thread of ideas for speeding up play and so here it is.
Here are one or two things that might be useful:
DMs
a) Check your watch frequently during play. Sometime time passes without anything happening and a time check can prompt action
b) If players don't take an action in combat, delay them on the tracker and move onto the next. Use the bell on the characters.
c) Use the roleplay time (if DM not included) to predict and set up the next encounter. If you're wrong, then at least you tried
d) Prepare the tokens at the correct size for the map - it's quicker
e) Make sure you know the module (or what you wrote) ahead of time
f) Ask players to check the rules, when they are in doubt - they have the books too and have more time on their hands
g) Size your maps and tokens for fast download
h) Agree (if possible) on joint breaks at specific times.
i) Don't make combats too ambitious and don't worry too much, if you've forgotten one of those minion's attacks - presume they missed:)
Players
a) Set up hotkeys
b) Know your character's abilities (powers) and in 4th edition type them into the character sheet, so everyone can read them
c) Pre-prepare your typed action ahead of time (if using text)
d) Make your own portrait and email the GM a top down token for your character, sized appropriately
e) Remember that when you have the combat flag, no one else does, so don't make them wait longer than they need to.
Hope others can add!