Creating Exigency
Exigency is hard for a GM who isn’t me. Why? Because I’m naturally inclined to be an a$&hole and I don’t care about the feelings of my players. Or, more specifically, I understand that, in a life-or-death battle, the proper feeling for a player is near-panic. Players should feel panicked and rushed in combat because the characters are panicked and rushed in combat. But most GMs don’t go that route.
Most GMs are quite happy to let their players take all the time in the world to decide on things or to converse amongst themselves about the best course of action. And if you can’t handle riding your players hard in combat, you can’t be a good GM. I don’t care what else you do well. If you can’t maintain a narrative pace, you can’t run a game.
And there’s only one way to create exigency. When it is a player’s’ turn, they need to begin speaking immediately. And if not, you need to prompt them.
Now, I realize that, thanks to my tone, it may come across to some dips$&%s that I’m encouraging you to be a complete a$&hat. And I am not. If you want to, I will support you. I am totally fine with the drill sergeant approach to GMing. BUT, that is not what you have to do to create exigency.
But you do have to make it clear that players need to make quick decisions or lose something. In the past, if a player took too long to decide, I put them on delay. In D&D 5E, that option doesn’t exist anymore. So I assume they take the Parry action. I actually call it “losing the turn to indecision.”
“What do you do? You need to decide or you’ll lose the turn to indecision.”
But, here’s the thing, it’ll almost never come to that. Or else, it’ll come to that ONCE. Precisely once. Because once the players realize you’re not dicking around and you WILL take their turn if they don’t, they won’t ever let that happen. A lost turn is literally the worst thing that can happen to a player except for an actual dead PC.
How much time do you allow your players? Well, it depends on how experienced they are. I generally cut new players SOME slack, but my baseline is zero seconds. I allow my players zero seconds to start talking at the start of their turn. After I say “what do you do,” I give them zero seconds to start talking to me. None. Not one second.
The players have been watching the battle go by for several turns before it comes back to them. If they’ve been attentive, they’ve been formulating and discarding plans the whole time. If they haven’t been attentive, they’re s$&% out of luck. Now, I’ve heard people argue that some players find combat boring and lose interest. But boredom is a luxury. You can only get bored if you have time to get bored. And if the combat is frantic and you’re literally going to get your character killed if you’re not attentive, you don’t get bored. You get tense. If your players are bored with combats, you’re letting them have that luxury. Don’t.
Now, exigency and urgency work together. The scene setting thing at the start of every turn where you point out an emergency the PC could deal with right away, it jumpstarts the player’s brain. That way, when you lay into the exigency, they have a starting point. The little bit of narration – that scene setting – is vital to prompting the player. And that’s why just riding the players about not taking too long doesn’t work. You need both. It creates the right pace and frame of mind and actually helps the player focus and reach a good decision quickly.