Bird

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G'day everyone,

I recently started running RotRL Anniversary Edition and we are up to our third game. I have two players, my brother and fiance, who are playing a Human Sauranic Shaman Druid and Gnome Bard respectively. A little history about us is below:

My Background:
I have played DnD 3.0 years ago, as well as DnD 2nd edition before that. I DM'd a few games back then, but my main experience is with playing over Game Mastering

Player Backgrounds:
Both my players have never played an RPG before. One is a video gamer and is familiar with the concepts (prefers to build min/max type characters) and the other is less of a serious gamer (prefers characters with flavour)

I have run two games so far, being parts 1 & 2 for Burnt Offerings. The summary of each game is as follows:

Game 1:
The PCs were introduced to SandPoint and the festival, with a few roleplaying opportunities. The Bard danced and performed as part of a travelling Caravan which went down quite well. She surprised me a little and found the roleplaying / story telling aspect easier than I anticipated she would. The Druid (my brother) had greater difficulty 'getting into character' and found the situation awkward - although he continued to play with prompting and description from myself. The festival itself went quite well, and ran for an appropriate amount of time. Then the attack happened and the combat went easily. Neither character was particularly challenged (they both started at LVL 2 with a very good Stat Array - I did this because there is only two of them and I wanted them to survive... and not be beaten to death at every encounter). The feedback at the end was ok. Given it was their first game, it ran rather slowly and combat was hardly what I would describe as 'action packed'. However, both players understand it is because they are new and learning the mechanics. We finished with them heading to the Rusty Dragon for some well earned rest.

Game 2:
I prepared for this game with a number of social interactions and side quests to get the players really involved in SandPoint. I intended to run the session in two parts, the first being inside SandPoint and the second being the Glassworks, with a lunch break splitting the two. We started with some technical difficulty (my brother has to play through Skype as he is in a different city) which delayed the start of the game and put me off balance somewhat. Never the less, we persevered and I managed to play out the main quests from the book, however did little of my own pre-prepared quests/interactions. We finished up before lunch with the end of the Boar hunt with Foxglove. Starting again after lunch, the PCs cleared out the Goblin from the Closet, witnessed the fight with Ameiko and met Shelalu (as well as agreed to stay in town whilst Hemlock departed for Magnimar). I thought it was running fairly well at this point, however my brother then interrupted and asked if we could stop because... well, he was getting bored. Oh... no...

My question is one of assistance in making the next game as exciting as possible. Both my players are brand new to role playing, hence they feel weird describing events and communicating 'as their players do'. I do not feel this is anything to be too concerned about, as we all went through this right? However I would like to make the Glassworks as exciting and engaging as possible; hopefully bringing out some enthusiasm from both of them. My fiance indicated she enjoyed the second game session, even though the pacing was probably too slow, however I think my brother was a bit disappointed. I try to describe things excitingly, however understand the need to keep the game flowing and not over-describe everything. Pacing is probably something I need to work on... but mainly I feel I need to get the players involved more through prompting (or rather forcing perhaps?) them to take the reins, so to speak.

Can anyone offer any advice? I understand the Glassworks is where the game will start to pick up, in terms of combat, but I do not want it to turn into a grind.

Also, are there any GMs out there that have some advice on running a group of completely brand new players and bringing them out of their shell? I have tried to encourage them to describe their actions, particularly when they roll 20's and achieve great success, but it generally is not working. Perhaps I am being too concerned (given this is their second game) yet I would appreciate any strategies you guys are aware of?

Lastly - I find myself constantly having to refer to the notes in the book, then sometimes get slightly overwhelmed and miss some details I wanted to inject into the game. I prepare by reading the adventure and imagining it playing out. Does anyone have any further suggestion? I recently read about the idea of running a checklist of things you would like to see the PCs achieve and though this could work quite well... anything else or other advice?

Thanks in advance for your assistance.

Tracer