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Experience Point: Pacing, Pacing, Pacing

On Sunday I had the opportunity to run a new Sky Galleons of Mars (Savage Worlds Space:1889) adventure while visiting friends in Atlanta. This is a series of one-shot games I've been running at Game Days and GenCon for many years. It's a gaming genre with which I'm very familiar and comfortable. And yet I still managed to get the pacing a bit off.

I think the backbone of the adventure was quite solid. Indeed, there was immediate player feedback to suggest this. It had a strong beginning illustrating the party goal, an exciting middle full of possibility for high adventure, and an ending with the potential for a great chase scene/escape. Only we never quite got to the ending. Instead we got to almost the end of the middle and I narrated a bunch to give it a sense of closure.

None of the players seemed too disappointed. They had fun overall and acknowledged there were some adverse conditions in play. A couple players showed up a little late. There was a bit
of debate/confusion about who would be playing. And one of the players (a young boy who was an absolute treat to have in the game) had a baseball game in the afternoon, giving us a
firm deadline for when the game needed to wrap up. Many of these things will not pose problems the next time I run this scenario at next month's April NC Game Day. Still, I couldn't shake the feeling I could have done more to pace things better.

I used some of my favorite tricks to try and keep things on track. I'm a huge fan of the in media res start for one-shot games (and some other games too). Starting the PCs in the middle of the action deprives them of the ability to plan on getting there. But it also saves a huge amount of time if any of the players are prone to dithering over details (I plead guilty to sometimes being one of those players). Throwing them right in and then, in a concise way, explaining how they got there is a big time saver.

Shortly thereafter, there was a brief segment when they needed to plan their approach to the next part of the game. In those moments I try to stay engaged with the players during their
discussion rather than sitting back and being a passive observer until the end when they present me with a final plan. Again, I have a tendency to do that sometimes during campaign play
because I really enjoy listening to people strategize without my influence. But it's not always a good habit, especially in a one-shot game. There you're not only dealing with a limited window of
time but also the players generally have a much less detailed understanding of the setting, characters, or adventure. Staying engaged, clarifying any confusion, and saying things like, "That sounds like somewhat of a long shot," or "You feel pretty confident that plan could work," is a good way to keep the group moving toward a resolution rather than wallowing in indecision.

There are some other techniques I failed to use which might have gotten us through the adventure in a more timely fashion. Being flexible about your battles is one of those. Generally I like to let the chips (and dice) fall where they may in terms of damage or setbacks the PCs might experience. And I've seen a few times when they've defeated most of the opposition only to have those last couple bad guys really give them a run for their money. Those times are fun...but they don't happen very often. So when it looks like the bad guys are 80-90% certain to be defeated, it's often better to simply have them surrender or narrate their defeat.

Alternatively, you can design your game with the defeat of the enemy in mind. Having them flee toward the next phase of the adventure can also keep things moving at pretty good speed. When the party thinks they have all but defeated the bad guys and all that's left is to mop up, it's a great time for them to pursue those last couple baddies into the midst of another dangerous encounter. Or turn it into a chase scene, which tends to change the feel, necessary skill set, or required resources necessary for a successful outcome.

And then there is the part where we feel like we can't be unfair to our Big Bad Evil Guys. I love, love, LOVE games where the party is pressed to the absolute limit by some BBEG they grow to absolutely hate. Then comes the critical moment when a single die roll changes the momentum and strikes down the evil dude and the day is dramatically saved! That is awesome! But it's hard to pull off all the time. If you start to feel like you're up against the clock, start looking for opportunities for the Evil Overlord to get defeated. The players probably don't know how many hit points he has. It's VASTLY superior for them to land a solid shot on him and fudge a bit as you say, "With a final gasp, he slumps to the ground defeated," than to run 15 minutes past your time slot because the PCs have used all their big guns and are desperately trying to make a low percentage to-hit roll. When I walk over to a table that is past the time slot at the NC Game Day, it's rare that everybody is smiling and saying, "This is awesome! This battle is epic!" Mostly they are looking at their watches and wondering if they are going to make their next game or dinner on time.

The best way to avoid those situations is to keep a handle on your pacing throughout the session, not just at the end. I’ve noticed that most of my “endgames” tend to need a bit over an hour to complete if we’re not rushing. So sometime during the middle of the game I like to keep an eye on the clock. When we’re down to about the last hour and a half, I really try and push things to the edge of the endgame so we can have fun with it and not run past the time slot.

There are no doubt a ton of ways that better pacing could be applied to other parts of our lives. But the one I hear about a lot these days is bad meetings. Running a meeting is not terribly different from running a RPG session. In fact, after my own coach (who is also a gamer) ran a truly productive, insightful meeting for several clients including myself, I came up afterwards and congratulated him on having “DMed the group successfully all morning.”

Not dawdling with a bunch of preface and going right to the heart of why you are there and what you hope to accomplish seems like a really smart move if you don’t want the pace to drag. When plans are being kicked around, let your team have their say. But stay engaged and cut the non-starters off before a lot of time is wasted on them. When the mission of the meeting is 80-90% of the way to completion, give serious consideration to calling it a day. Otherwise you’re likely to spend too much additional time working out minor details that may not even be relevant by the time you get to them. And if somebody comes up with a great idea that actually cuts out your core concept, don’t stay so married to it that you can’t let it go and move in this innovative new direction. Finally, keep an eye on your time if you know a specific activity at the end is going to take a certain block of time. If that part of the meeting is really important, pace yourself so that you’re not rushing it, especially against some kind of deadline like lunch or the end of the business day.

Do you find yourself sitting through meetings that never seem to accomplish much? Do your RPG sessions need a pacing tune-up? What techniques are you using to promote good progress in these small-group formats?
 

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You know, the bit about letting the big bad get defeated at a dramatically appropriate time reminds me of a game i played in with a novice DM a while back - she set up a cool scenario and when we confronted the bad guy, we had an epic fight, and the DM pulled off a last minute escape. Unfortunately that led to the game going over the planned time, and the second fight with the bad guy was no where near as epic (either from a gameplay or dramatic viewpoint). I think with experience, she'd have known to let the bad guy drop a round early.
 

I'm pretty obsessed with the pacing of both my RPGs and my work meetings. The thing I hate most in RPGs is when all the players stare at each other and think "what do we do next?" Things I do to get me out of that
1) remind the players of everything their PCs know. I don't wait to see how good the players' notes are, nor if they can figure out which are clues and which are red herrings. I throw the relevant info at the players.
2) answer questions completely. DMs have a habit (I know I did) of being cagy, and giving cryptic answers. What seems blindingly obvious to DMs is often mindbogglingly obtuse to players. Just give the players the answers and let them form a plan.
3) have men with guns kick in the door. And die with a vital clue in their pocket.

Work meetings are different. But if I can figure out how to get men with guns to kick in the door of my software requirements meeting, I'm doing it in a heartbeat! But seriously, meetings you don't either learn or teach in are a waste of time. I work hard to find that one guy in the meeting that only has to give a 2 minute status update, and let him go first. Then I dismiss him. Nothing says "great meeting!" like being released early while everyone else is still there (this trick does not work with RPG sessions . . . ;) ). Also, when the meeting is not the appropriate forum for a topic, cut it off as soon as possible. Often with the phrase "this isn't the meeting for that." When you start multiplying hourly wages times number of people in the room times hours spent, inappropriate meeting topics start to appall you. I remember once calculating that the twice a month meetings cost more than another engineer's salary. Ouch!

Finally, I think you're doing a great job of seeing the connections between gaming and the rest of life. I'm pretty impressed that you can keep coming up with these dual topics.

PS
 

KC, I was at a GenCon game once where it had come down to the end of the Con on Sunday afternoon. The game I was in had been really fun and we were fighting the BBEG. Somebody laid a mighty crit on the guy when we were 5 minutes over the end of the session (and supposed to be on the way to dinner). But the GM used a game mechanic to say that the crit didn't take out the bad guy and he kept fighting on. 20 minutes later my blood sugar was getting really low (I'm a Type 1 diabetic) and i had to bow out of the game and go get some food. The rest of the gang joined us about another half hour after that saying that the BBEG finally dropped 20 minutes after I left. So yeah it went 45 minutes over schedule.

Storm, thanks very much for your kind words. I've found that, when I look around just a little, the crossovers are everywhere. I think this is a testament to the many, many disciplines embodied in RPGs. It's a hobby that calls on a ton of different skills and ideas. I really enjoy looking for the places we use those skills in other parts of our lives and bring those life skills back to the gaming table.
 

Keeping a meeting running on schedule with good pacing? No problem!

Keeping a gaming session running with good pacing - completely different beast. But then, the goals are different, so that's not surprising.

In my Deadlands game, I have a lot of pacing challenges, largely due to the length of my sessions. I run on weeknights, which means I typically get about 3 hours of actual play-time in, and that's just not all that long. The real issue being that last hour - if I can pace it so that I can wrap up-tempo action near the end of that final hour, I'm good. If, however, things play out so that folks are *entering* an up-tempo action (like, say, a combat) partway through that hour, I have a problem - I either have to cut just before that action begins (which leaves us an unsatisfying short session), cut in the middle of the action (which can be equally unsatisfying, and a bit of a game-information logistical issue) or I risk having the session run long (and folks need to drive home, get sleep, and go to work the next day, so this is bad).

Normally, if I know the party's goals and intended methods before the session start, I can prep to that, and have the pacing turn out well. But, if the PCs don't know their plans at start, so that I'm not prepped to what they hope to do, I am much more at the mercy of how events fall out.
 

Actually I find things tend to be easier for campaign play than one-shot games, Umbran. In a campaign I'm actually fine with any of those situations you describe and my players seem to feel the same way.

If we end just after "up-tempo action" then it feels like we reached a conclusion. Sometimes we even try to handle some minutiae between sessions so we don't have as much downtime leading into the next session. Either way, as with your group, this outcome is fine.

If the end of the session is arriving as the players are about to enter that action then I try to highlight the peril and uncertainty. Bam! We've got a cliffhanger ending! Everybody knows that the next session is going to start with rolling for initiative.

If I find that I need to call the game in the middle of the action (this is pretty rare) then I try to have a cliffhanger in the middle of combat. Something like reinforcements arrive for the bad guys. Or that's when the villain pushes the button that activates the bomb or whatever. As long as there has been some kind of game changer that amps up the tension and makes it feel like the next session will be more than simply a mop up.

The cliffhangers do tend to mean that you know a little less about where the PC's go from there. But since my system of choice these days is Savage Worlds (which also powers Deadlands) I don't find that to be a major issue. I can adapt pretty well on the fly with that system if I even have the vaguest idea about what direction the PC's might take.
 

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