Is that just me? Are by freak chance all the players I have played with extremely slow? Is this some old school vs. new school thing? Is this the new D&D for the attention deficit generation? Is there some speed D&D “should” be played at, or does it vary widely from table to table? What do you think?
I agree with [MENTION=93444]Sunseeker[/MENTION]. It largely depends on the players. My regular groups are very fast. My pickup groups for one-shots tend to be less so, but I manage to keep them moving forward. Three things I put in my Tables Rules document that have the most impact on how quickly the game moves are:
1. Make use of the improvisational technique known as "Yes, and..." When hearing a serious idea or proposal from another player, accept the idea then add to it. Try to find the good in it and think of ways it can work rather than ways it can't.
2. Describe what you want to do by stating a clear goal and approach. A question is not a statement of goal and approach, nor is asking to make an ability check or the like.
3. When the spotlight is on you, act immediately. Your turn is for acting, not for thinking about what to do.
These have several specific effects. The first one stops debates before they can begin. Debates between players, especially when the stakes are high and there are a lot of unknowns, can really slow down the game. With this method, everyone throws in their ideas onto the initially offered plan, I (as DM) reiterate to make sure I understand the goal and approach, and then the plan is executed.
With regard to goal and approach, the second rule handles that as well. When players ask questions of the DM, they aren't moving the game forward - they're effectively stalling and looking for the "right" answer without taking any risks or paying any costs for doing so other than table time. If the table cuts that out and focuses more on clear statements of goal and approach, then what you see is characters doing stuff all the time and the DM resolving them rather than the DM and the player having a chat about what the characters
could do. This really cuts to the chase in addition to just creating a better flowing game.
Finally, the last bit is a reminder of the players of their responsibility to themselves and to the table because it naturally affects both. If everyone follows this rule, their own turn comes back around to them faster which is of personal benefit. But also of benefit to the group since they can get through more content more session which also means more character advancement over time.