Maxperson
Morkus from Orkus
I think my approach to a campaign is a bit different here. There isn't the sense in my campaigns that the players have to get to the end of an adventure. They can lose an adventure by not making progress. Things still happen of course. And many of those things are interesting and even dramatic. But I don't think it makes them literary if you are just trying to solve the problem of the game grinding to a halt. I mean, that is a problem that can arise in the medium of roleplaying games. You can use literary techniques to get around it, but you can also use techniques designed for the medium itself (like wandering monsters). You use these yourself as an example. I don't see wandering monster tables as a literary technique. I certainly wouldn't want books written using encounter tables.
Whether or not you are specifically thinking in literary terms, you are in fact employing the literary technique of pacing when you do that. Wandering monsters by the way, are an example of the literary technique of pacing at work. In books, the protagonists often come across a wandering monster as an encounter. That the wandering monster was written in, instead of rolled randomly does not change the fact that both the story and the RPG are using the literary technique of pacing. Both the author and the DM decided that something exciting needed to happen at that spot and engaged the technique to move the pace along.
Like another poster pointed out, this is not unique to literature and it isn't something I actively worry about controlling.
That was a deflection(not saying it was an intentional deflection), though. It's irrelevant whether it's unique to literature. All the matters is that it is a literary technique. To give an analogy, while breathing isn't unique to humans, it is still a human activity. It doesn't stop being a human activity just because millions of other species also breathe.
When people talk about pacing, they don't just mean "keep the game from grinding to a halt". That is an extreme situation. They also mean controlling the flow of encounters, controlling the rate at which the players make it through the adventure, providing a steady course of entertainment in the right proportions over the evening.
Not quite. It doesn't ALSO mean controlling the flow of encounters and the rate that players make it through the adventure. It CAN mean those things. Keeping the game from grinding to a halt is pacing, but the DM is not required to also control the flow of all of his encounters and the rate of the adventure in order to engage in pacing. Like many things, there are varying degrees of pacing.