
Catam |
Looks like a fun campaign so far. As far as time management for rounds I do have a couple of suggestions:
1) Have the PCs roll initiative but not tell you right away. To start the battle, ask for initiatives 25 or higher then write those down as the PCs take their turns. 20 to 24 next, then 15 to 19 on down the line. This lets you start the battle as you are writing the order down.
2) After the initiatives are set in the current encounter, let the PC who is to follow the current PC know he is next. I've found that usually gives enough time to decide what they will do during their turn instead of deciding when you tell them its their turn.
3) Control the volume. I run a very large group. Let's just say its in the double digits (I know, I'm crazy but I have my reasons for the large group). With players waiting for their turns, side conversations cannot be helped. But if they get too loud, others cannot hear and miss information that would them make decisions previous to their turn instead of asking, "What bush is the Fiendish Spell-Warped Tarrasque hiding behind??"
4) Reward good behaviour with XP!!! They are your Pavlovian dogs... make them drool.