![]() He puts down key info and sub-bullets for possible reaction to the players and it helps him to remember key information from that section so he's not starring at the dreaded " wall of text" during the session trying to find or parse the the appropriate response in the middle of the game. One thing that one of our DMs found that helps him a great deal, (and this may seem simple and obvious), is to make bullet points for the direction that he thinks the party will go that session. Compound that with the fact that the PCs could go in any direction at any point, and you have one of the most challenging DM experiences I've seen from a published adventure.Īt my game shop, we run four full tables and all four of the DM's are experiencing this problem and we are working on ways to make it easier, (something I think WotC should do if you want my opinion). One of the things that I have trouble with in running this style of adventure is getting the information from the storybook format it's written in, translated into my brain as an encounter while factoring in all of the specific party considerations, and then spitting it back out to the players without forgetting key story points or important pieces of information.
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