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<blockquote data-quote="Ariosto" data-source="post: 5561665" data-attributes="member: 80487"><p>Lost Soul: I don't recall ever having the problem with a D&D wilderness expedition.</p><p></p><p>However, I once had a <em>single player</em> waffling badly in a Traveller scenario with longer-scale turns.</p><p></p><p>The last resort is just the same as in any game: a turn is a turn, and when it's you're turn it's time to make a move or pass so we can get on with the game.</p><p></p><p>One thing that helped in this case was that there was a fairly formalized set of regular considerations that I made explicit to the player. That helped a bit with focus, and I could press him along the lines of, "Okay, so what you're doing for X is... right? Next on the agenda, we have Y...".</p><p></p><p>I think one problem was that he was distracted, trying to do other things at the same time as playing the game. There were other challenges, though, in getting "on the same page", and neither was I in top form.</p><p></p><p>The problems that may arise with players accustomed to being shuttled from one "scene" to another by a DM who indicates the "right" course of action present a big topic by themselves! Suffice for now to say that to run more open scenarios for them a DM may need great supplies of patience, graciousness and care in trying to grasp assumptions that can be even stranger to him than his are to those players.</p><p></p><p>Communication is often the key to RPG problems, and communication is always a team effort.</p><p></p><p>The Bottom Line:</p><p>Do the players really, truly <em>want</em> to have a scenario with daily or weekly turns proceeding so much closer to "in real time"? If they do, then humoring them may be more successful than pushing them. A basic assumption here is that they really want to "move the game along".</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5561665, member: 80487"] Lost Soul: I don't recall ever having the problem with a D&D wilderness expedition. However, I once had a [I]single player[/I] waffling badly in a Traveller scenario with longer-scale turns. The last resort is just the same as in any game: a turn is a turn, and when it's you're turn it's time to make a move or pass so we can get on with the game. One thing that helped in this case was that there was a fairly formalized set of regular considerations that I made explicit to the player. That helped a bit with focus, and I could press him along the lines of, "Okay, so what you're doing for X is... right? Next on the agenda, we have Y...". I think one problem was that he was distracted, trying to do other things at the same time as playing the game. There were other challenges, though, in getting "on the same page", and neither was I in top form. The problems that may arise with players accustomed to being shuttled from one "scene" to another by a DM who indicates the "right" course of action present a big topic by themselves! Suffice for now to say that to run more open scenarios for them a DM may need great supplies of patience, graciousness and care in trying to grasp assumptions that can be even stranger to him than his are to those players. Communication is often the key to RPG problems, and communication is always a team effort. The Bottom Line: Do the players really, truly [I]want[/I] to have a scenario with daily or weekly turns proceeding so much closer to "in real time"? If they do, then humoring them may be more successful than pushing them. A basic assumption here is that they really want to "move the game along". [/QUOTE]
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