Fiddy wrote:
Phillip Evans wrote: ... I’ve been in rooms where you have 11 min worth of stuff to fit in, and it can get brutal trying to stay on top of everything.
E3 Room 1 - even with the groups I was on that had all done the run before, I think we rarely got done much before the horn. That room felt brutal on time usage. I'd be curious what the NPC DM observed, as far as how much time was generally left when a team was done with the room?
That was me! (Sorry I didn't see this, I was in the holiday void).
For the most part, E3 R1 was a really well timed puzzle... At least for those who got the clue in the first half of the time. For those that couldn't figure out the key, many of them failed because of time.
For those who came in knowing what they were doing, it was an effort for them to do things cleanly and in a timely manner. I've been DM'ing at TD long enough now to recognize many of our frequent players, and since many of them were playing higher difficulties it meant I could really, really, really encourage them to work quickly with the dexterity piece.
Generally with parties that finish quickly, I will let them chat and discuss stuff as often they want to congratulate each other, and in some cases goof off. Otherwise I ask them to give me war cries, tell me stories, get their bards to play for me
and then busy them with resetting puzzles and taking healing. OR they burn tokens to revive the monster to do the fight twice. (I'm looking at YOU Brotherhood).
My concern with hiding things and doing extra puzzles is that the experience won't be the same for all parties. I know if I'd paid hard earned money to play, and struggled with a puzzle and then finding out there was a "Secret" puzzle for people that finished early, I'd feel a bit annoyed.
I think the answer is to really encourage training and participation from great DMs. I understand that some folk are shy, but this is a role that is part entertainer, and that needs to be considered when accepting responsibility for the room.
Edit: On the hitting on the volunteers thing. I see this a lot, from the receiving end and watching folks interact with others. The problem lies in that being IN character makes it impossible to set boundaries without breaking character. I am happy to break character and tell a player to knock it off, but by doing that it ruins the moment and the "magic" for everyone in the room. That is a very difficult thing to manage in the moment when you are playing a character. Many people will let it slide because you're gone in a few minutes, but I can say with authority that the female NPC or male-in-female NPC probably does not find the interaction as entertaining as you do, and you are likely not the first, or the most original that day. So please try not to make that the sole interaction you have with them. There is SO much else to focus on and talk about during the adventure.