Use a timer to keep sessions on target

Has this ever happened to you? You get everyone together for a session and before you know it the evening is over and when you look at your notes you discover that you didn’t touch on most of what was planned? In some cases it will be because the group has gone off on a tanget that you didn’t plan for but it could also have been wasted time.

Now I’ll be honest, I haven’t used this with my group but I have used it at my job as time management is critical to my job function - get a timer and use it! In a previous post I mentioned using two start times (click here) when the first start time hits start your timer to count down the 30 minutes you’ve set up for your administrative time and then start the session when the timer goes off. Be sure to let your players know ahead of time that when the timer sounds that’s it we’re moving ahead.

You can also use it to mange your session. Have your group agree to a schedule, play for 90 minutes and then ‘take 15.’ Set the timer for 90 minutes, play until the timer goes off and then stop. In most cases you’ll be able to stop right then and there but if you need a couple of extra minutes to finish up a role-play then do so but don’t drag on for another hour. Set the timer for the agreed upon break time and get up from the table - it’s important for the GM to take the break too so the batteries can recharge. When the timer goes off get right back into the game, don’t wait for the stragglers they’ll have to catch up when they get back to the table.

As with anything you should adjust the times to your group. Maybe your group wants to call breaks periodically when the mood strikes or when it makes sense based on where you are in the session - that’s fine, just use the timer to help everyone get back from the break in a reasonable time frame.

Do you have any session management tips? I’d love to hear them!

May your dice roll well.

Encounter Idea 20 - The Undertaker

Have you noticed that in almost every role-playing game the spectre of death is always close at hand but the individual who handles the arrangements for the body and funeral is never mentioned?

I’m sure you’ve seen the stereotyped undertaker, if you haven’t, rent almost any old western and you’ll see him. More often than not a tall and lanky individual who is wearing a dark suit (often a tuxedo) and always has a tape measure and seems to hang around where the action is. Imagine the look on your players’ faces when you mention that their character is being asked to raise their arms and then realize that they are measure for a coffin.

You can use this individual for a number of role-playing situations:
- As mentioned above the undertaker shows up and takes their measurements, then the local bully shows up and picks a fight.
- The characters are investigating a murder and want details about the body - who better to ask?
- After returning from the local dungeon the characters are what to get more information about body preservation - since they just dealt with what appeared to be the walking dead.

Remember you don’t have to follow the stereotype, maybe in your world undertakers are always gnomes, female or wear hooded cloaks so that no one knows their true identity.

May your dice roll well.

Be sure to check out these additional encounter ideas

Now Online - Roleplaying Tips E-Zine Issue #312

The latest issue of Role-playing Tips in now online - Take Ten: Bluff.

The issue contains 10 different ideas for making better use of the Bluff skill in your game. Be sure to check out the other ‘Take Ten’ articles that have already appeared, Take Ten: Balance, issue 304, and Take Ten: Appraise, issue 287.

CONTENTS:
–> A Brief Word From Johnn

–> This Week’s Tips:
1. Combat
2. Turn Foes Into Friends
3. I Know Kung Fu
4. Bartering
5. Avoid Detection
6. Manipulate Friends And Influence People
7. Public Office
8. Substitute Skill
9. Bail Out Other PCs
10. Embellish Previous Lies

–> Readers’ Tips Of The Week:
1. Cultural Cuisine In Roleplaying
From: A.K. Brown (and family)
2. A Great Source Of NPC/PC Images
From: Andrew Goff
3. Use Dream Lapses For Time Bombs
From: Brian Stewart
4. Tips On Encouraging Roleplaying
From: Dariel Quiogue

You can read it online here.

If you don’t already subscribe I would recommend it, you can do that here.

Now Online - Roleplaying Tips E-Zine Issue #311

The latest issue of Role-playing Tips in now online - More Waterborne Encounters & Events.

This issue contains 123 additional elements to go with the orginal 100 included in Issue 307.

CONTENTS:
–> A Brief Word From Johnn

–> This Week’s Tips:
More Waterborne Encounters & Events

–> Readers’ Tips Of The Week:
1. Vampire Podcast
From: LimeCat a.k.a. Dustin Allen
2. Bottle Rocket Shafts
From: David B. Goode
3. But I Read The Monster Manual!
From: Leslie Holm
4. Homemade Telescoping Mini Stands
From: Andy Cowell
5. RPG Cliches Resource
From: nwmike
6. Use A Timer To Create Random Failures
From: Anders
7. Image Sources
From: Nathan Lamothe

You can read it online here.

If you don’t already subscribe I would recommend it, you can do that here.

Encounter Idea 19 - The Mob

In most role-playing environments the heroes come home, tell their tales, spend their money and then they are off again onto the next adventure.

The question then has to be asked, what repercussions are there on the community? In a lot of cases they may not be good - higher costs as more money flows in along with higher taxes. Parents concerned about their children wanting to take up the ‘adventuring life’ instead of staying home to help on the farm or in the family store. The increased crime rate as thieves move in and bandits attack townsfolk on their way in or out looking for the riches to be had.

Take all that and sprinkle in a little presuasion and you have a mob on your hands and that’s something that every party should be wary of.

When confronted with a mob like this the party has to deal with things with a bit more tact. They can just open fire on all those people (unless they’re playing from the evil slant) that wouldn’t be right. How could they be heroes and protectors of the weak when they gun down (fireball, charge, etc.) the very people they are trying to help? An interesting situation to have to role-play out of.

You should also keep this in mind from the other side of the coin as well. I played a character once, a wizard/thief, who was acutally responsible for creating a mob. There were strange things going on and wanting to bring down the local mages’ guild he built on those fears and with a little prodding turned the whole town on the guild who then proceeded to burn the guildhall to the ground - a very memorable experience and enjoyable session.

I would like to thank the members of the gmmastery Yahoo group for inspiring this post.

May your dice roll well.

Be sure to check out these additional encounter ideas

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