100% agree with both of these. I often DM at a FLGS at an open table where I may have 2-3 players one week and a full dozen another. Obviously, published campaigns just don't cut it. I generally prep like this... 1. From our starting point, what are 2 likely scenarios. For each scenario, I generate an outline for an encounter. 2. Where (physically) is the group likely to go during this session, generate an outline for a "spontaneous" encounter. That's it. I leave as much open as possible, referring to previous session notes when I need to connect things via named NPCs or such. Almost all of my stat blocks get reskinned, so that the more experienced players don't get all meta on me. The encounter outlines are ALWAYS location agnostic so that when the party goes in an unexpected direction I can adjust quickly. So, I have a bunch of loose pieces... how do I turn them into a successful session, and how do those stitch together into a real story arc? I watch my players, and am continually adjusting to their responses. If they're antsy or bored, they definitely need to be rolling dice. If they seem u sure of direction, call a quick time out, answer questions out of story, and dive back in (hints don't work). Even if a session leans one way or another, I make a conscious effort to include some of all three pillars each week. Lastly, I never run the same story twice. If I'm bored, as a DM, how can I ask my players to remain engaged.
I imagine this would be far outside your wheelhouse, but in regards to pacing I immediately thought of an anime called Higurashi. It's certainly a lot of shock value, but the reason it's effective at its specific style is switching between being 'cute and fun' and 'horrifying and mysterious'. The fact that you can see horrifying things happen to the characters (and at the hands of the characters) quite regularly is only shocking because they're really effective at calming things down, getting lighthearted, making you genuinely forget for a moment that you should be on edge. Which is why as someone who's getting more into running Call of Cthulhu, I somewhat imitate that. They encounter something terrifying, that situation ends... and then something fun and cool starts to happen. If the players are suspicious that something weird is afoot, build tension... then release it by having nothing be there. And (provided they're engaged with the other aspects of the game) only have the horror step in once they briefly forget that this is Call of Cthulhu.
Solid example of tension adjustment. You’re right the anime sounds outside my style, but it sounds like an ideal way to show the kind of tension swapping back and forth that makes for exciting play. Thanks!!
Excelent topic. There are some tricks to help with pacing too. One thing that is important with pacing is to press the players for an answer when they start to deliberate too much. Indecision is the killer of pacing. If they are just going back and forth on the same arguments and nobody makes a decision, announce one and ask if that is what they want. Also, try to give in some clues to what they should do or what they know if you think it helps with making a decision.
Ever since I looked up 'professional DMing' and found your vids I've really appreciated the work you put in here. It's been a mix of new insights and confirmation that I'm already doing things the right way (for me) so I'm happy to support your work and channel even if it's just with subscribing and likes. Thanks Tim from Vancouver, Canada!
So very true I find it so much harder to DM when I'm not into the campaign and engaged with my players! The setting matters too if its a campaign i cant get onboard with I have a hard time...
Something I should have mentioned in yesterdays QnA when answering a question about player responsibility to the DM: The overall campaign is probably the single most important place for the players to bend to something that the DM is also going to enjoy. Everyone has a better time when the DM is, too
Sometimes I struggle with my pacing because I expect my players to turn left after a certain roleplay scene which leads to a more fast paced scene but then they instead turn right into another slow scene. I struggle to input excitement into those scenes without turning minor things into something bigger that it was never intended to be. An example would be a simple shopping trip now turned into chasing a thief. I don’t want to constantly derail the players from following the main plot and finishing the campaign and I’m also worried that if I try to randomly wing something like that that my players will be able to tell that I’m winging it and the excitement will be severely lessened. My last session, I thought all my players would be traveling to a temple together and I had a prison break planned in that town to ratchet up the tension, but half of them decided to hang out in town and go shopping so then I was just left trying to rush through everything on both sides so half of my players weren’t bored watching the other half roleplay with minor NPCs. I know there was probably a better way to do it, but I was nervous to add much of anything to either groups experience making both rather bland and I ended up pulling some content out that I did have planned so it wouldn’t extend the pain any further.
This is a constant battle of development and confidence in any good DM, imo. We all feel off balance at times like that. One thing worth remembering is that the fog of war between your knowledge and the players is surprisingly thick. More often than not, what you think is obviously winged, your players are astounded you had it prepared… Also, don’t be afraid to use minor tension changes instead of major ones. It doesn’t have to completely flip the script from slow to fast, even little adjustments can make a big difference. :) Thanks for sharing your experiences, Nathanael!
@@nathanaelthomas9243 - I find that having a couple of 'random' encounters ready to go is always helpful. A monster to fight, or an NPC to run into. That way you always have something when they zig and you expected them to zag.
Spotlight control is extremely important for pacing. I'm surprised that wasn't mentioned. Not sure I agree with you that the DM isn't in control. They set the scene and say what happens when the players say what they attempt to do. Maybe you are talking about how a sandbox game works where you don't have an overarching story and goal? Choosing a direction to go does not eliminate railroading. Railroading is when you force your players to solve challenges one way and don't allow brainstorming up alternative solutions. Providing content for your players is not railroading. Choosing a direction to go is miniscule compared to solving challenges.
Thanks for your comment! I’d say that the DM has a lot of control, but far less than an author, and for me personally, I encourage toward directions and add consequences for choices, but largely choosing direction is a player decision at my tables.
I tend to disagree. I mean technically, the GM is in complete control; if they say the universe mind-controls all the PCs to do exactly what the GM tells them to, then that happens. But nobody's gonna want to play that game. When it comes to a good game, I think there needs to be room for player agency at all levels--not just tactical decision making, but for players to pursue objectives that their characters have, or just come up with such objectives on the fly. Even if everyone has signed on to an "overarching story and goal", first, that's "overarching"--not every event has to relate to it. Second, say the "overarching" objective is to overthrow the evil overlord dude. And say your plan is for the characters to start by ambushing a patrol here and there, work up to rescuing some important person the overlord has put in durance vile, backing their play for the throne, doing various shenanigans to get factions on side, culminating when the PCs are pretty powerful with a daring raid on the overlord's stronghold to take him out. What if they decide they instead want to corner and shut down the market on the nobility's favourite luxuries so they get pissed off enough that they depose the guy? What if they decide they're going to mount a guerilla-focused peasant revolt and take down the whole nobility-oriented power structure in the area? They're still pursuing the objective you set; if you're going to stop them, that's totally railroading. Restricting people to just "solving challenges" in a mechanistic kind of way denies them much exercise of individual style and imagination, either their own or their character's. And that's less fun.
100% agree with both of these.
I often DM at a FLGS at an open table where I may have 2-3 players one week and a full dozen another. Obviously, published campaigns just don't cut it.
I generally prep like this...
1. From our starting point, what are 2 likely scenarios. For each scenario, I generate an outline for an encounter.
2. Where (physically) is the group likely to go during this session, generate an outline for a "spontaneous" encounter.
That's it.
I leave as much open as possible, referring to previous session notes when I need to connect things via named NPCs or such.
Almost all of my stat blocks get reskinned, so that the more experienced players don't get all meta on me.
The encounter outlines are ALWAYS location agnostic so that when the party goes in an unexpected direction I can adjust quickly.
So, I have a bunch of loose pieces... how do I turn them into a successful session, and how do those stitch together into a real story arc?
I watch my players, and am continually adjusting to their responses. If they're antsy or bored, they definitely need to be rolling dice. If they seem u sure of direction, call a quick time out, answer questions out of story, and dive back in (hints don't work).
Even if a session leans one way or another, I make a conscious effort to include some of all three pillars each week.
Lastly, I never run the same story twice. If I'm bored, as a DM, how can I ask my players to remain engaged.
I imagine this would be far outside your wheelhouse, but in regards to pacing I immediately thought of an anime called Higurashi. It's certainly a lot of shock value, but the reason it's effective at its specific style is switching between being 'cute and fun' and 'horrifying and mysterious'. The fact that you can see horrifying things happen to the characters (and at the hands of the characters) quite regularly is only shocking because they're really effective at calming things down, getting lighthearted, making you genuinely forget for a moment that you should be on edge. Which is why as someone who's getting more into running Call of Cthulhu, I somewhat imitate that. They encounter something terrifying, that situation ends... and then something fun and cool starts to happen. If the players are suspicious that something weird is afoot, build tension... then release it by having nothing be there. And (provided they're engaged with the other aspects of the game) only have the horror step in once they briefly forget that this is Call of Cthulhu.
Solid example of tension adjustment. You’re right the anime sounds outside my style, but it sounds like an ideal way to show the kind of tension swapping back and forth that makes for exciting play. Thanks!!
Excelent topic. There are some tricks to help with pacing too.
One thing that is important with pacing is to press the players for an answer when they start to deliberate too much. Indecision is the killer of pacing. If they are just going back and forth on the same arguments and nobody makes a decision, announce one and ask if that is what they want. Also, try to give in some clues to what they should do or what they know if you think it helps with making a decision.
Well said.
Great point, thanks for adding it here!
Ever since I looked up 'professional DMing' and found your vids I've really appreciated the work you put in here. It's been a mix of new insights and confirmation that I'm already doing things the right way (for me) so I'm happy to support your work and channel even if it's just with subscribing and likes. Thanks Tim from Vancouver, Canada!
I really appreciate that, thank you! You’ve made my day!!
Control is an illusion
The players never do what you think they will so improvise
Good advice😊
Thanks :)
So very true I find it so much harder to DM when I'm not into the campaign and engaged with my players! The setting matters too if its a campaign i cant get onboard with I have a hard time...
Something I should have mentioned in yesterdays QnA when answering a question about player responsibility to the DM: The overall campaign is probably the single most important place for the players to bend to something that the DM is also going to enjoy. Everyone has a better time when the DM is, too
Cool video. I'm going to try dming this weekend. These tips seem like great early habits
Thank you, and congratulations on taking the plunge! If you come up with any questions, don’t be a stranger, I’ll help if I can! :)
@@DM-Timothy thanks that's very kind, i know it will be rough but diving in is the only way to get better 😀
@@streetsurgery Totally true. Diving in is a must. Don’t let “perfect” defeat progress. :)
Next time i'm asked on what to work on when learning to DM I am point them to this video, great stuff thanks DM Timothy!
Thanks so much!
Excellent video, i want every DM to watch it!
Thank you! I’m glad you enjoyed it!
One of your best videos so far!
Thank you so much! I’m really glad you liked it
Tim, the quality has been great lately.
Thanks so much, Charlie! Anything in particular you’ve liked?
Incredible advice and brilliant suggestions! Subscribed :)
Thanks so much! Welcome aboard!
Great info, as always. Thanks!
Glad it serves! No worries. :)
Sometimes I struggle with my pacing because I expect my players to turn left after a certain roleplay scene which leads to a more fast paced scene but then they instead turn right into another slow scene. I struggle to input excitement into those scenes without turning minor things into something bigger that it was never intended to be. An example would be a simple shopping trip now turned into chasing a thief. I don’t want to constantly derail the players from following the main plot and finishing the campaign and I’m also worried that if I try to randomly wing something like that that my players will be able to tell that I’m winging it and the excitement will be severely lessened. My last session, I thought all my players would be traveling to a temple together and I had a prison break planned in that town to ratchet up the tension, but half of them decided to hang out in town and go shopping so then I was just left trying to rush through everything on both sides so half of my players weren’t bored watching the other half roleplay with minor NPCs. I know there was probably a better way to do it, but I was nervous to add much of anything to either groups experience making both rather bland and I ended up pulling some content out that I did have planned so it wouldn’t extend the pain any further.
This is a constant battle of development and confidence in any good DM, imo. We all feel off balance at times like that. One thing worth remembering is that the fog of war between your knowledge and the players is surprisingly thick. More often than not, what you think is obviously winged, your players are astounded you had it prepared… Also, don’t be afraid to use minor tension changes instead of major ones. It doesn’t have to completely flip the script from slow to fast, even little adjustments can make a big difference. :) Thanks for sharing your experiences, Nathanael!
@@DM-Timothy yeah I gotta work out that creativity/improv muscle. 💪 lol
@@nathanaelthomas9243 - I find that having a couple of 'random' encounters ready to go is always helpful. A monster to fight, or an NPC to run into. That way you always have something when they zig and you expected them to zag.
Spotlight control is extremely important for pacing. I'm surprised that wasn't mentioned.
Not sure I agree with you that the DM isn't in control. They set the scene and say what happens when the players say what they attempt to do. Maybe you are talking about how a sandbox game works where you don't have an overarching story and goal?
Choosing a direction to go does not eliminate railroading. Railroading is when you force your players to solve challenges one way and don't allow brainstorming up alternative solutions. Providing content for your players is not railroading. Choosing a direction to go is miniscule compared to solving challenges.
Thanks for your comment! I’d say that the DM has a lot of control, but far less than an author, and for me personally, I encourage toward directions and add consequences for choices, but largely choosing direction is a player decision at my tables.
I tend to disagree. I mean technically, the GM is in complete control; if they say the universe mind-controls all the PCs to do exactly what the GM tells them to, then that happens. But nobody's gonna want to play that game. When it comes to a good game, I think there needs to be room for player agency at all levels--not just tactical decision making, but for players to pursue objectives that their characters have, or just come up with such objectives on the fly. Even if everyone has signed on to an "overarching story and goal", first, that's "overarching"--not every event has to relate to it. Second, say the "overarching" objective is to overthrow the evil overlord dude. And say your plan is for the characters to start by ambushing a patrol here and there, work up to rescuing some important person the overlord has put in durance vile, backing their play for the throne, doing various shenanigans to get factions on side, culminating when the PCs are pretty powerful with a daring raid on the overlord's stronghold to take him out. What if they decide they instead want to corner and shut down the market on the nobility's favourite luxuries so they get pissed off enough that they depose the guy? What if they decide they're going to mount a guerilla-focused peasant revolt and take down the whole nobility-oriented power structure in the area? They're still pursuing the objective you set; if you're going to stop them, that's totally railroading.
Restricting people to just "solving challenges" in a mechanistic kind of way denies them much exercise of individual style and imagination, either their own or their character's. And that's less fun.
I tend to find myself over analysing movis and shows. Mostly with story construction. Now I can over analysing the pacing. 😀
I can so relate to this… lol. I also overanalyze editing of shows since starting this TH-cam journey, lol.
Pace is soo important
Few things trump it!