My first question on this would be, "was everyone still enjoying themselves even with the long turns?" If the answer is some were looking for something else to do, then you have an issue that should be addressed. If not then carry on, and keep enjoying the game at whatever pace it's progressing.
Yes, there's an issue. At various points players were away from the table, the player connecting via Skype was playing Star Wars simultaneously, one of the players was constantly checking his facebook on iPad, another was playing Magic Online on iPad. I had to repeat myself a lot, fill in players who were away from the table what was going on, the leader's benefits didn't get applied a couple times because others forgot and he wasn't present to remind them, and conditional "I forgot" modifiers were being tossed at me left and right!
For what it's worth, here's my "analysis" of the players:
Parent 1, experienced player/DM -
Cavalier/Vampire, Actor, an insane amount of conditional modifiers that slows things down
Parent 2, experienced 4e player/DM -
Elementalist, Watcher/Storyteller, often suffers from analysis paralysis, and usually tending to the newborn
Experienced player/DM, couple -
Wizard, Actor/Thinker, takes a bit longer for being a controller & trying outside of the box stuff (which is usually quite fun!), he helps his partner when he can
Chinese-Native Speaker, couple -
Barbarian, Slayer, still shaky on the rules and sometimes unsure what to do, but has translation of 4e barbarian which has helped her, and played this PC at heroic tier before
Wizards of the Coast Rep, host -
Bard/Warlord, Instigator/Power Gamer, very savvy player but at the same time he's playing a build which requires him to pay lots of attention to other players, and he's one of the guys getting bored and distracted cause of long turns
Moderately experienced player, host -
Fighter, Thinker/Power Gamer, pretty efficient on taking his turns except he's playing a multi-attacker build which can get complicated on nova rounds, not as into the role-play side of things, getting bored with long turns
New Guy on Skype -
Paladin, Actor?, This campaign is his first time playing D&D in any form, and while he has taken to the role-playing quite naturally, he is often unfamiliar with the rules and spends a lot of time making decisions, getting bored with long turns
Other time saving tricks I've used: Have PC defenses listed on a page behind my DM screen, so I don't have to continually ask "Your AC is...23, yeah?" Write out monster defenses on index cards and have players pass them around as they take their turns, so they don't have to continually ask whether they've hit. Have everyone roll attacks and damage at the same time. (I actually need to remind myself of these for the next session!)
This is a view "from the player's side" of the monster/PC defense cards listed in initiative order from left to right. I've been doing this consistently in this new campaign. Guess what? After 12 sessions, most of the time players still ask "does a 27 hit?" No one has any major vision problems and I know the defenses are legible because when I remind folks to look at the monster defenses written on the card they go "ah, yes that hits". Old habits die very hard it would seem. I've gotten tired of reminding everyone.
We also have other external factors causing slowness in our group, most noticeably the presence of young children in the immediate environs (our sessions double as "D&D creche").
Just one newborn in our group, and the parents do a great job of swapping off between turns, so the long turns can't be blamed on the baby
pemerton said:
I don't have a lot of suggestion for actually speeding thing up. Good character sheets are one pretty important tool, I think (and this is where controllers make it harder, because their often fiddly details are harder to reduce to a single sheet). Deeming a PC to have delayed if his/her player is absent from the table is another thing I do from time to time. And once a player has moved his/her PC and taken a standard action, if s/he is still wondering about whether or not to take a minor action and if so which one I will generally move on, and let the buffing/healing be resolved by that player with the other affected players.
A good step towards the distracted players issue is to ban smartphones at the table.
So, suggestions like egg-timers, auto-delays, and banning smartphones I may end up using, but I'd rather try a carrot before a stick approach, or rather, address the problem at the source rather than doing something top-down with limited effect. Also, myself and one of my players are strongly opposed to egg-timers because it changes the vibe from "game" to "something else" (for us).
Also, I think some kind of compromise is needed between different play styles - the power-gamers aren't as interested in other peoples' turns, whereas the more narrative-players are. No judgment, just a fact. For example, one of the power-gamers felt it was more rude for others to take 8 minutes on their turn than it was for players to get distracted when bored. On the other hand, getting so distracted that it disrupts the game could be construed as rude. I understand both sides.
8 minute turns is really long. That means a 6-PC group is taking 2.5 hours to do a 3 round fight.
Without factoring in the monsters
There's plenty of ways to make people play faster,
but the important way to do it is to make them actually want to do so. Whether that's via carrot, stick, shame, whatever you got. And, yes, that means some people aren't allowed to play certain types of PCs. Or do crossword puzzles off-turn. Or on turn. Whatever is somehow making that happen.
My most important "job" as DM is pacing. As a DM I "MUST, MUST, MUST" regulate pacing. If the game is bogging down it is my "job" to correct the issues causing it. Sometimes the side conversations are because everyone is having a good time. The game is a social experience after all. So you have to be cognizant about that. We have about a 30-45 minute decompress time before starting to play to let everyone socialize. After that we're usually in the mood to play. BTW, there have been a handful of occasions where we simply decided to do something else because we were just "not in the mood" to game that day. It's good to play with friends because we enjoy each others company even when we're not playing the game.
Right now, I'm just reflecting that there's an issue, and letting the players come up with solutions.
I'm not sure what else I can do as DM that will constructively address the source of what is, essentially, a player problem.