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<blockquote data-quote="Janx" data-source="post: 2986267" data-attributes="member: 8835"><p>Wasn't quas one of the DM's who was said combat goes fast for him? If you enforce time limits to some extent, players will act more quickly, resulting in getting more done in an hour.</p><p></p><p>In the games I play or run, the clock typically stops while the player strategize. I usually limit talking during combat.</p><p></p><p>However, truth be told, if the players take 30 minutes to plan an assault, it would probably take that long for the PCs to do the same. I work with smart folks, and it takes us a while to discuss a complicated technical idea or plan, so the "PCs are experts and have high INT" really doesn't fly.</p><p></p><p>If I were going to be a stickler for time keeping, I'd probably do the following:</p><p>during combat, limit talking to 6 words</p><p></p><p>If the players asked rule questions, the clock is stopped</p><p></p><p>If the players start discussing strategy, the clock keeps ticking, real minutes = game minutes (by guesstimation, not a stop-watch).</p><p></p><p>As a GM, I do not want to wait an hour for the PCs to decide what to do, especially in a situation where time really matters. As such, the response to players taking too long to decide should be: the situation changes, the PCs are interrupted. It'd be different if the PCs were in a hotel room, planning a bank heist. But out in the field, discussion time = game time.</p></blockquote><p></p>
[QUOTE="Janx, post: 2986267, member: 8835"] Wasn't quas one of the DM's who was said combat goes fast for him? If you enforce time limits to some extent, players will act more quickly, resulting in getting more done in an hour. In the games I play or run, the clock typically stops while the player strategize. I usually limit talking during combat. However, truth be told, if the players take 30 minutes to plan an assault, it would probably take that long for the PCs to do the same. I work with smart folks, and it takes us a while to discuss a complicated technical idea or plan, so the "PCs are experts and have high INT" really doesn't fly. If I were going to be a stickler for time keeping, I'd probably do the following: during combat, limit talking to 6 words If the players asked rule questions, the clock is stopped If the players start discussing strategy, the clock keeps ticking, real minutes = game minutes (by guesstimation, not a stop-watch). As a GM, I do not want to wait an hour for the PCs to decide what to do, especially in a situation where time really matters. As such, the response to players taking too long to decide should be: the situation changes, the PCs are interrupted. It'd be different if the PCs were in a hotel room, planning a bank heist. But out in the field, discussion time = game time. [/QUOTE]
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