I will be running Heist of Waterdeep with some friends. It's between 4-5 players, and still being discused, most of which are familiar with the mechanics of the system and less so the social and roleplaying aspects of D&D. Does anyone have tips on how to keep a decent pace to the game? How do you manage the fine balance of rp and mechanical gameplay? Also if anyone knows of a good book or place to acquire knowledge for Waterdeep beyond the Enchirion in the Adventure that would be greatly appreciated.
The best way to keep a good combat/roleplay balance is by speeding up combat, since it inherently takes longer. (Unless your group tends to stall on RP, but that’s a much rarer problem.) A “no phones/computers at the table” agreement goes a long way if you don’t already have one. Also, encourage your players to think about what they’re doing before their turn, and use a visible initiative tracker (paper tents hanging over your DM screen are perfect) so they know how much time they have. And if people are still taking too long, feel free to impose a small hourglass (how many seconds is up to you) on people’s decision making: I know too many spellcasters love to waffle in combat.
So in short, this is something your players can massively help with, so recruit them into the effort. Pacing can be their concern as much as yours!
I will be running Heist of Waterdeep with some friends. It's between 4-5 players, and still being discused, most of which are familiar with the mechanics of the system and less so the social and roleplaying aspects of D&D. Does anyone have tips on how to keep a decent pace to the game? How do you manage the fine balance of rp and mechanical gameplay? Also if anyone knows of a good book or place to acquire knowledge for Waterdeep beyond the Enchirion in the Adventure that would be greatly appreciated.
Dragon Heist is a very sandboxy adventure. The challenge is being prepared for the players to do just about anything. If they decide to invade Xanathar's lair or Heist the Cassalantiers home you need to be ready for it. I recommend reading the entire adventure start to finish if you haven't already.
As far as the lore goes, the Enchirion is really pretty sufficient. If you want some deeper lore I recommend trolling YouTube for some short videos on Waterdeep's history. There are novels that others may have mentioned, but those novels take place 100s of years before the events of the campaign. I don't know of any modern media other than Dragon Heist that are about Waterdeep.
There is a 1994 Novel called "City of Spendors" I haven't read it but it might have some useful lore.
I really like the no phones/computers at the table, I'll likely implement that. My group can sometimes stall on RP but we haven't played in such a sandbox oriented setting. So, with a bit of help fleshing out lovely characters I think that'll be less of an issue. The visible initiative tracker is also going up!
I will be running Heist of Waterdeep with some friends. It's between 4-5 players, and still being discused, most of which are familiar with the mechanics of the system and less so the social and roleplaying aspects of D&D. Does anyone have tips on how to keep a decent pace to the game? How do you manage the fine balance of rp and mechanical gameplay? Also if anyone knows of a good book or place to acquire knowledge for Waterdeep beyond the Enchirion in the Adventure that would be greatly appreciated.
Dragon Heist is a very sandboxy adventure. The challenge is being prepared for the players to do just about anything. If they decide to invade Xanathar's lair or Heist the Cassalantiers home you need to be ready for it. I recommend reading the entire adventure start to finish if you haven't already.
As far as the lore goes, the Enchirion is really pretty sufficient. If you want some deeper lore I recommend trolling YouTube for some short videos on Waterdeep's history. There are novels that others may have mentioned, but those novels take place 100s of years before the events of the campaign. I don't know of any modern media other than Dragon Heist that are about Waterdeep.
There is a 1994 Novel called "City of Spendors" I haven't read it but it might have some useful lore.
I have read through the first 4 Chapters a few times already but ill make sure to cover the Lair's beforehand to cover my bases. Thank you for help and the lore bits. I guess if i need to fill in any spicy details I have artistic liberty in adding flavour.
I will be running Heist of Waterdeep with some friends. It's between 4-5 players, and still being discused, most of which are familiar with the mechanics of the system and less so the social and roleplaying aspects of D&D. Does anyone have tips on how to keep a decent pace to the game? How do you manage the fine balance of rp and mechanical gameplay? Also if anyone knows of a good book or place to acquire knowledge for Waterdeep beyond the Enchirion in the Adventure that would be greatly appreciated.
The best way to keep a good combat/roleplay balance is by speeding up combat, since it inherently takes longer. (Unless your group tends to stall on RP, but that’s a much rarer problem.) A “no phones/computers at the table” agreement goes a long way if you don’t already have one. Also, encourage your players to think about what they’re doing before their turn, and use a visible initiative tracker (paper tents hanging over your DM screen are perfect) so they know how much time they have. And if people are still taking too long, feel free to impose a small hourglass (how many seconds is up to you) on people’s decision making: I know too many spellcasters love to waffle in combat.
So in short, this is something your players can massively help with, so recruit them into the effort. Pacing can be their concern as much as yours!
Wizard (Gandalf) of the Tolkien Club
Dragon Heist is a very sandboxy adventure. The challenge is being prepared for the players to do just about anything. If they decide to invade Xanathar's lair or Heist the Cassalantiers home you need to be ready for it. I recommend reading the entire adventure start to finish if you haven't already.
As far as the lore goes, the Enchirion is really pretty sufficient. If you want some deeper lore I recommend trolling YouTube for some short videos on Waterdeep's history. There are novels that others may have mentioned, but those novels take place 100s of years before the events of the campaign. I don't know of any modern media other than Dragon Heist that are about Waterdeep.
There is a 1994 Novel called "City of Spendors" I haven't read it but it might have some useful lore.
I really like the no phones/computers at the table, I'll likely implement that. My group can sometimes stall on RP but we haven't played in such a sandbox oriented setting. So, with a bit of help fleshing out lovely characters I think that'll be less of an issue. The visible initiative tracker is also going up!
Thanks for the help!
I have read through the first 4 Chapters a few times already but ill make sure to cover the Lair's beforehand to cover my bases. Thank you for help and the lore bits. I guess if i need to fill in any spicy details I have artistic liberty in adding flavour.
How is this campaign going? I am planning on running it for a 3 member group. I love Waterdeep as a setting and I love the idea of an urban game.