Welcome to my occasional series on Dungeons and Dragons (D&D)* refereeing (makes it sound like a sport, doesn’t it? Well it is, my friends: a sport of the mind. Okay, that sounded better before I read it out loud…).
Here’s some more time saving stuff:
- No random encounters – hold on a second?! Didn’t I just say ‘save time’? Or something like that? Prior to the session I think about what the ‘random’ encounters will be. In a four hour session the players might have 1-2 random encounters, as well as play part of the main adventure, with its pre-set encounters. All I need to know is the monster types. I then ad lib the encounter as appropriate for the number of players present, terrain and challenge rating. Screw rolling for it.
- Provide maps – there are lots of great maps in published adventures, but I hate mapping and so do the players. Sometimes you have to map manually; other times I use the story to give the players the map: maybe they get the town map from a local merchant or town guards, or find the dungeon map in a crevice in the wall, left behind by the original architect. Is it really that big an issue if they know where some of the secret doors are? You can always set additional challenges for them when they open them. And if you prefer theatre-of-the-mind, don’t use a map at all. Just describe the areas. Screw mapping.
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* What is this guy raving about, I hear you say? Click here.
Didn’t see the previous columns?
For more on RPGs, check out my Top Ten favourite Roleplaying Games, or if you like D&D inspired poetry, my D&D Haiku Tetralogy.