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3

I am having the same problem, although my characters just reached level 3. However, I think that the best answer is for the party to better share the loot between each others. They, after all, are the ones who want to survive, not you. If you have one player who always takes it all, he will create the imbalance, not your as the DM. For what to ...


1

When you give players a bunch of choices, but they have no context or understanding of what it means in play - they're guessing in the dark. "I'm supposed to assign these points, and pick from these powers... but I don't know how the game actually works or flows?" So it makes sense to limit player choice to start. In fact, unless the game is dirt simple ...


4

I think you have two potentially opposing goals here - introductory and campaign. Limited choice works great when introducing new players. In fact, this is often done with pregenerated characters ("here, play this guy") where there is no chargen choice at all (except for perhaps name). At conventions, I've run many games where someone shows up with no ...


0

Note: My answer comes mostly from experience with this kind of thing, both as a DM and a player in such adventures. The Pros A super controlled environment. You get to determine what happens. There is very little room for chance or unpredicted consequences. A clear, unobscured goal. This gives the players something obvious to do; go fight this guy, go ...


2

A few quick suggestions: Keeping tabs on everything that happened This should be trivial. First, send out an email recap day of game. Second, spend literally five minutes where someone gives a "Last time we played" recap. Others should feel free to chime in, but this should still take no more than a few minutes. Remember - last session was short too, so ...


10

Playing short form requires several shifts in technique and approach. My group typically does 2-3 hour sessions. A 4 hour session is a marathon for us. Drop the Filler The first thing to do is let go of filler material. Filler material includes setting up adventures that are "clue to clue to clue to oh actually interesting development". This is the ...


1

As a master i faced this problem since the beginning: i always like to include some sort of exploration in my adventure, and wide fighting areas, resulting in big maps. The best and practical way i use to deal with it is to draw the map while the characters see the actual part of it, but dividing the map in "drawing zones". When the characters step in ...



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