Hellknight

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Ey!
First of all, sorry for my English, not the best one.

Well this is my problem, actually i'm running a campaing (Rise of the Runelords), with 5 players and four kind of players:

- 1 of "da expert", who roleplays his character always, help with rules, but doesn't give tips in the middle of the battle, some times only the 6 seconds free action that he can say.

- 2 "newbies", they try to RP some time forgot about some feat or spells they have, but do their best.

- 1 "turtle", that kind of players who loves feats, spells, an have a good range of possibilities, but is very slow when he has to do a choice and dubts about what to do.

- 1 "chaos", blessed by the Outer Gods, has knowleadge about everything in general but don't remember how truly works, he only has the idea. When he has to play nobody knows what is he going to do, sometimes go to the vanguard with an archer, another times go around the battlefield spending all the combat just moving, forgot about being stealthy in an infiltration...and obviously has de higher PJ/player ratio in the campaing.

Well, after describing my group my problem comes about real time, only "da expert", with a sorcerer level 14 can do a fast turn (2 min), "newbies" more or less (2 min da barbarian, 5 the bard) but when "Turtle" and "Chaos" come into play maybe they are 10 min/ea for the turn. They try to talk Out Of Character with the others, or sometimes just say "I'm going to do this..." and at the end they say "Nope, better this" or they cannot decide wich spell to cast.

I tried to make them say what are they going to do, in general ideas, in only 6 seconds or skip the turn, but that was a catastrophe.

What do you deal to with this? Is normal having rounds of 20-30 minutes? Any GM-tip?

Thanks,

Rectlum