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General Tabletop Discussion
*Dungeons & Dragons
Do you time your players in combat?
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<blockquote data-quote="iserith" data-source="post: 7097306" data-attributes="member: 97077"><p>No, I don't give time limits, nor do I endorse the use of an hourglass or the like. What I do is explain that not paying attention and fidgeting with your phone is rude by any reasonable standard and that, if you have more important things to do,<em> go and do those things</em>. </p><p></p><p>I also add the following, which is part of my Session Zero document:</p><p></p><p>"When it's your turn in the spotlight, <strong>act immediately</strong> or ask for advice which you <em>must </em>take (as long as it's reasonable even if not perfect). When it's not your turn, think of a Plan A <em>and </em>a Plan B, the latter of which is in case something change before your turn that affects Plan A. <strong>Your turn is for acting, not for thinking about what to do or asking questions</strong>. If everyone adheres to this, the game is more fast-paced, more engaging, and your next turn will come around quicker."</p><p></p><p>I tend to find that when you put things in terms of how it will benefit themselves to act a particular way, players will tend to give it a shot.</p><p></p><p>Further, as DM, I strongly suggest you remember the basic conversation of the game which requires you to describe the environment BEFORE a player describes what he or she wants to do. What a lot of DMs do is leave off on that bit in between the players' turns. Bob's turn ends, then the DM just says something like, "Okay, Tom, you're up." Now Tom asks 20 questions to figure out the fictional positioning. Avoid that by recapping the situation evocatively and concisely before each player's turn. Then ask "What do you do?"</p></blockquote><p></p>
[QUOTE="iserith, post: 7097306, member: 97077"] No, I don't give time limits, nor do I endorse the use of an hourglass or the like. What I do is explain that not paying attention and fidgeting with your phone is rude by any reasonable standard and that, if you have more important things to do,[I] go and do those things[/I]. I also add the following, which is part of my Session Zero document: "When it's your turn in the spotlight, [B]act immediately[/B] or ask for advice which you [I]must [/I]take (as long as it's reasonable even if not perfect). When it's not your turn, think of a Plan A [I]and [/I]a Plan B, the latter of which is in case something change before your turn that affects Plan A. [B]Your turn is for acting, not for thinking about what to do or asking questions[/B]. If everyone adheres to this, the game is more fast-paced, more engaging, and your next turn will come around quicker." I tend to find that when you put things in terms of how it will benefit themselves to act a particular way, players will tend to give it a shot. Further, as DM, I strongly suggest you remember the basic conversation of the game which requires you to describe the environment BEFORE a player describes what he or she wants to do. What a lot of DMs do is leave off on that bit in between the players' turns. Bob's turn ends, then the DM just says something like, "Okay, Tom, you're up." Now Tom asks 20 questions to figure out the fictional positioning. Avoid that by recapping the situation evocatively and concisely before each player's turn. Then ask "What do you do?" [/QUOTE]
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Do you time your players in combat?
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