Speeding Up Play

Be on time
Our game begins at 18:30. We allow a 10 minute grace period and then we start. If you’re late we start without you. In the age of cell phones there’s no excuse for not notifying the group that you’re running behind schedule.

On Deck
Another initiative tip is for the initiative tracker to give an “on deck” warning. This way the player who’s next can get their actions ready. If there are a lot of participants in a combat it’s easy to forget when you go. Getting that on deck reminder before your actual turn comes up lets you take in the situation and decide what you want to do without slowing down the game.

Don’t Hog the Spotlight
When it’s your turn all eyes are on you. Be ready to take your turn. If you’ve already been prompted that you’re on deck then you should be prepared (unless something totally unexpected happened). Be clear and decisive about what you’re doing. And then when you’re finished announce that too. With each player announcing “I’m done” at the end of his turn the initiative tracker can tell the table whose turn it is now and who’s on deck.

Too Bad
Once you announce that you’re done, then that’s it, you’re done. If you forgot to roll a save vs an ongoing affect or you forget to mark your opponent then that’s too bad. The most common thing slowing down play was people acting out of turn. If you forgot to do something on your turn, that’s too bad. It only takes a few forgetful rounds before everyone remembers to shift 1 square or make a save vs poison.

Roll All Your Dice Together
Regardless of whether or not you’re pre-rolling, roll all your dice together. This should include the d20 to attack, plus all relevant damage dice. Just be sure that if you have different powers or abilities using the same dice value that you make it clear which one applies. “The green d6 is my weapon damage, the red d6 is the fire damage and the blue d6s are my sneak damage.”

Credit to dungeonmaster.com

Speeding Up Play

As Winter Comes Frore