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How to prevent time wasting in a session?
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<blockquote data-quote="Skallgrim" data-source="post: 4724582" data-attributes="member: 79271"><p>First, I'm going to say that *you* are doing something wrong if your turn isn't interesting to anybody buy you. You are playing a HERO in a fantastic world. You should be roleplaying, and you should be describing your actions in an interesting and exciting way. If you say "I roll 23 vs AC, and do 17 damage, " then it doesn't matter how fast you do it. That is boring.</p><p></p><p>You should be describing what your character does in an interesting, exciting way (or funny, or cool, or whatever, but NOT BORING).</p><p></p><p>If everybody is bored by everyone else's turn, you've got a bigger problem than timewasting. You have BORING PLAYERS.</p><p></p><p></p><p>Having said that, there's a lot of strategy you can use to help avoid wasted time, and discourage time wasters. </p><p></p><p>Encourage people to discuss tactics during the combat, and not just on their turn. Tell them that their PC's, having survived so much together, have developed their own "battle cant", and they can discusss this stuff without the enemies cottoning to their plans (at least, not without an Insight check, anyway). This will allow people to plan their actions better, and sooner. It will also make them more interested in other people's turns. </p><p></p><p>Encourage people to plan out actions during other people's turns. Make sure you track initiative in such a way that everybody can see who is next, so they can get ready to be "at bat".</p><p></p><p>Ask leading questions as a DM. "So, are you going to attack that guy with your Tide of Iron?" "So, are you turning undead this round?".</p><p></p><p>Finally, if you have someone who is determined to waste a lot of time, let Dithering count as a minor action. If player X hasn't gone within your time limit (5 minutes, one minute, 10 seconds, whatever), he's spent one minor action Dithering. Dither three times, and your turn is over. Assume that the Player is roleplaying an indecisive character, who wastes time in combat dithering over what to do. If the player complains, tell him (or her) to ROLEPLAY more decisively if you don't want to play an indecisive character.</p><p></p><p>Finally, see if you can accomodate your players. One of our players came from a video-game/puzzle solving background. She ENJOYS thinking about her actions and her tactics, and finding the best maneuvers. This is part of the fun for her. As long as she's not sucking the fun out of the room for someone else, I like to let her think it out. Everybody has their own play style, and the goal is for each of us to have fun. Often, I enjoy seeing the convoluted plans she comes up with, whether or not they work.</p></blockquote><p></p>
[QUOTE="Skallgrim, post: 4724582, member: 79271"] First, I'm going to say that *you* are doing something wrong if your turn isn't interesting to anybody buy you. You are playing a HERO in a fantastic world. You should be roleplaying, and you should be describing your actions in an interesting and exciting way. If you say "I roll 23 vs AC, and do 17 damage, " then it doesn't matter how fast you do it. That is boring. You should be describing what your character does in an interesting, exciting way (or funny, or cool, or whatever, but NOT BORING). If everybody is bored by everyone else's turn, you've got a bigger problem than timewasting. You have BORING PLAYERS. Having said that, there's a lot of strategy you can use to help avoid wasted time, and discourage time wasters. Encourage people to discuss tactics during the combat, and not just on their turn. Tell them that their PC's, having survived so much together, have developed their own "battle cant", and they can discusss this stuff without the enemies cottoning to their plans (at least, not without an Insight check, anyway). This will allow people to plan their actions better, and sooner. It will also make them more interested in other people's turns. Encourage people to plan out actions during other people's turns. Make sure you track initiative in such a way that everybody can see who is next, so they can get ready to be "at bat". Ask leading questions as a DM. "So, are you going to attack that guy with your Tide of Iron?" "So, are you turning undead this round?". Finally, if you have someone who is determined to waste a lot of time, let Dithering count as a minor action. If player X hasn't gone within your time limit (5 minutes, one minute, 10 seconds, whatever), he's spent one minor action Dithering. Dither three times, and your turn is over. Assume that the Player is roleplaying an indecisive character, who wastes time in combat dithering over what to do. If the player complains, tell him (or her) to ROLEPLAY more decisively if you don't want to play an indecisive character. Finally, see if you can accomodate your players. One of our players came from a video-game/puzzle solving background. She ENJOYS thinking about her actions and her tactics, and finding the best maneuvers. This is part of the fun for her. As long as she's not sucking the fun out of the room for someone else, I like to let her think it out. Everybody has their own play style, and the goal is for each of us to have fun. Often, I enjoy seeing the convoluted plans she comes up with, whether or not they work. [/QUOTE]
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