Setting the Snare: Behind the Screen
Main tip from this session: If your players are travelling to the action, go ahead and adapt the time of the event so that the characters arrive without too much time to spare. If they arrive at the ambush point a day in advance, the table (DM included) can get caught having fruitless, circular conversations about schemes to fill the dead time. If the PCs have dead time, give your players an RP prompt if you like, then just fast forward. There was a risk of cancellation for this game due to a player being ill, so I didn’t pressure myself to prepare a great amount. The session went a little slowly, and I felt it took a lot of game time to just get to the fight. The players enjoyed planning the ambush, but the narrative of the journey regularly devolved into planning conversations. It might have been pacier if I had skipped through the journey and instead given the players one dedicated block of planning time ahead of the action? But my attention span was inconsistent on the day, and...