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How do you Control/Set the Pace of a Game?
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<blockquote data-quote="ST" data-source="post: 4841415" data-attributes="member: 14053"><p>I've had good results from using aggressive scene framing as a GM. Sprung on a group unawares it can feel like railroading, but I make a point of discussing how I'll do scene framing beforehand. I usually cut past any 'slice of life' scenes entirely or handwave them past, if there's really not much potential for something out of the ordinary to occur. </p><p></p><p>Now if a player wants a scene at a tavern or haggling over gear or something like that, go for it. But we usually only do that if there's a "point" to it (be it character development or whatever). </p><p></p><p>Typically I like to start people with a Bang, some situation that forces them to make a decision (what they decide doesn't matter, just that they do *something* in response), and then give them some freedom in framing to the next scenes as they roar off dealing with problems.</p><p></p><p>From my experience playing with groups that want to 'act everything out', basically frame linearly unless they explicitly skip ahead, I feel like it's an issue of group communication. Some people may be there to soak up the flavor of the setting, or interact in-character, but rather than have those scenes be separate slice-of-life stuff, I prefer to have them within scenes that have decision points, to integrate them with whatever plot the players are creating.</p><p></p><p>Usually I'll mix GM doing scene framing and having the players do it. That can itself be a pretty useful pacing mechanism. I don't really at any point worry about losing immersion or flow by framing ahead to a future scene, since it hasn't been an issue with my group. But it's something to talk about with them, since pacing is going to be a factor of the group's preference (whether consciously or unconsciously).</p></blockquote><p></p>
[QUOTE="ST, post: 4841415, member: 14053"] I've had good results from using aggressive scene framing as a GM. Sprung on a group unawares it can feel like railroading, but I make a point of discussing how I'll do scene framing beforehand. I usually cut past any 'slice of life' scenes entirely or handwave them past, if there's really not much potential for something out of the ordinary to occur. Now if a player wants a scene at a tavern or haggling over gear or something like that, go for it. But we usually only do that if there's a "point" to it (be it character development or whatever). Typically I like to start people with a Bang, some situation that forces them to make a decision (what they decide doesn't matter, just that they do *something* in response), and then give them some freedom in framing to the next scenes as they roar off dealing with problems. From my experience playing with groups that want to 'act everything out', basically frame linearly unless they explicitly skip ahead, I feel like it's an issue of group communication. Some people may be there to soak up the flavor of the setting, or interact in-character, but rather than have those scenes be separate slice-of-life stuff, I prefer to have them within scenes that have decision points, to integrate them with whatever plot the players are creating. Usually I'll mix GM doing scene framing and having the players do it. That can itself be a pretty useful pacing mechanism. I don't really at any point worry about losing immersion or flow by framing ahead to a future scene, since it hasn't been an issue with my group. But it's something to talk about with them, since pacing is going to be a factor of the group's preference (whether consciously or unconsciously). [/QUOTE]
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