Scott Christian
Hero
Well, my comment was for two things, not just pacing. I replied to:It's funny, but I have been watching a ton of Actual Plays for weeks now, and I have yet to be able to observe any difference in the pacing issues between prepared and improvised games. In fact, some of the absolute worst games for pacing are ones that used published modules. Pacing seems to be the hardest thing to get right in TTRPG play. Personally, I think it's the fact that more than one person is involved in setting the pace of things, and GMs defer to players whenever they want to indulge. I know in my own experience pacing issues are found in equal measure in both improvised and prepared games. I know from observation alone it's impossible to tell the difference. A couple of the AP I watched that I thought for sure were improvised turned out to be prepared, and vice versa. I am now convinced that there are no actual real advantages with fully improvised games over prepared ones, or the opposite. Like many things in life, it's all down to personal preference.
My statement replies to pacing and contradictory plot elements.Stories have a structure that does not really work in play. RPGs are messy, ephemeral things in play, with terrible pacing and contradictory plot elements.
Let's discuss pacing first since that was what your comment was about. I have taught for over 20 years. Lesson plans are almost identical to running a session. There are teachers that are great at predicting the pace of a lesson. Some have an innate talent, and others just learned it through experience. And some are terrible at it, both seasoned and new teachers. And even when you tell them, "This is going to take two class periods," they don't believe you. It just seems to be something that some people can't learn.
I say all this because, not only have I taught a lot of lessons, but I have also observed more lessons than probably most administrators on the planet. And I can say this: I can tell when someone has prepped, done an outline, or hasn't prepped. This carries over to my gaming experience. Maybe I am an anomaly, but I assure you, I can tell.
And I will reiterate what I said above: It can still be a great story if not prepped. But there is a difference.
As for contradictory plot elements, I don't want to start a flame war. But I am absolutely certain improv has more contradictory elements than someone who has done a boatload of prep. Might there be an outlier or two? Sure. But the average improv game has more than a game that has had logical and feeling thoughts put into it.

