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Pace of Play, Engagement and "Excitement"

Thomas Shey

Legend
The other easy solution is reduce your number of players at the table.

If you only have 3 PCs, they cycle through their turns much faster and have less opportunity for getting really distracted.

Though I'd suggest three players is going to have knock-on effects in more than one system. Among other things in class-based games it can have some real problems when you have classes that are assumed to be able to be back-rankers.
 

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You get limelight hoggers, who generally diminish the fun for everyone else as they ask their billion and one questions, take forever to declare or demand backsies when things do not go their way, blaming the DM's framing or misinterpretation and then appealing to logic (logically my character wouldn't have done that if it was evident).
 

DEFCON 1

Legend
Supporter
No, that's entirely fair. The only thing you need to watch is if the player is being depended on for those sort of out-of-sequence actions to support others and it doesn't work--well, that may make the experience worse, rather than better for others. I'm afraid that was to some extent the result when I was playing that Champion, though I think most people found my depiction of him entertaining. My tuning out? Not so much.



Of course you have to be playing a game that has OAs or something like it.
Though I'd suggest three players is going to have knock-on effects in more than one system. Among other things in class-based games it can have some real problems when you have classes that are assumed to be able to be back-rankers.
Okay, then don't use any of my basic suggestions.

I was just throwing out some potential easy solutions. You want to argue over them all, go nuts. No skin off my nose if you don't like them.
 

Thomas Shey

Legend
Okay, then don't use any of my basic suggestions.

I was just throwing out some potential easy solutions. You want to argue over them all, go nuts. No skin off my nose if you don't like them.

Uhm, my just noting there's things you need to keep in mind when doing them does not say your ideas are invalid. It just says you need to use them with caution and/or understand their limits.
 

Reynard

aka Ian Eller
Supporter
Though I'd suggest three players is going to have knock-on effects in more than one system. Among other things in class-based games it can have some real problems when you have classes that are assumed to be able to be back-rankers.
FWIW three is optimal in Champions and other crunchy supers games, IMO. You can play with a full X-Men or JLA roster, but it doesn't work as well.
 

Thomas Shey

Legend
FWIW three is optimal in Champions and other crunchy supers games, IMO. You can play with a full X-Men or JLA roster, but it doesn't work as well.

Wasn't really my experience, but small numbers of superheroes are one of the exceptions to my prior point, since they tend to be more self-contained than many characters in other games where a lot of specialization is assumed.
 

mcobden

Villager
Does anyone use an hourglass timer for player turns during combat? I've never tried it but as a player watching my MinMaxer friend look up rules and math his way through a sword cut, I sometimes want to demand the DM use a timer.
 

Thomas Shey

Legend
Does anyone use an hourglass timer for player turns during combat? I've never tried it but as a player watching my MinMaxer friend look up rules and math his way through a sword cut, I sometimes want to demand the DM use a timer.

The problem is its not just minimaxers that messes with, and I've been around too many people that'd just paralyze.
 

loverdrive

Prophet of the profane (She/Her)
In my birthday game, I've had very exciting, fast-paced but first and foremost, tactical combat. The core is very simple: hex grid, your movement = your attack. With a spear, you attack in the same direction as you move, with a sword you attack cells that you are touching, with an axe you attack three cells in an arc in the direction of your movement. That makes positioning important, and a difference between a good move and a disastrous one just a mater of a single hex. Everybody was paying attention, despite all the booze typical of a birthday party.

Generally the issue with complex RPGs isn't the complexity itself, it's the fact that nothing happens as a result. Yay, someone's HP number changed! Let's continue doing the exact same damn thing we were doing before! It's no wonder people kind of stop paying attention, why wouldn't they?

That said, I think there's cool stuff to be designed around the idea that you are engaged for a short burst and then disengage to socialize, cool off, go on a smoke break, whatever.
 

What I think has changed is that many people have a hard time staying engaged on other peoples' turns. Since that itself -- other people having turns that take a minute -- isn't the new part, I have to think the problem lies with the players. Some people can't stay off their phone or opening another tab when playing online, and can't seem to be engaged in someone else's moment.
I don't think it's as simple as this, I think it's just that people derail into different stuff now.

For me, the biggest "long turns" example is Champions: New Millennium - the FUZION variant of Champions. It was terrible. Turns went on forever - worse than Champions itself even! And people absolutely got bored and annoyed on other people's turns, despite it being 1997 - but they were reading books or engaging in table-talk or w/e instead of opening phones.

I also don't think phones are as much the issue as families and work via phones. In like 2010 or 2014, just phones were the issue because people were much less disciplined about them, but in 2024? Nah people are better now. No-one is opening a mobile game or scrolling Twitter when we're playing a TTRPG (at least not in the groups I play in). But people are absolutely getting messages from spouses, kids, work, and so on, stuff that they can't always entirely ignore. (The work stuff particularly because people tend to be senior now, given we're in our 40s and thus sometimes have things we have to respond to even in evenings/off-days, oh to be a true European!)

But my point is, I don't think this is new the way you're suggesting it is. I think really long turns have always been bad, and always frustrated and bored people, and always caused derails. It's just more obvious now.

I particularly say this because when something genuinely exciting is happening, you don't see that - you're saying "people can't be engaged in someone else's moment", but I absolutely do not see that. When a character is genuinely "having a moment", people are engaged, are paying attention! But when some guy is dithering over various options, or discussing the situation with the DM, or trying to work out how his tediously complex abilities work? Yeah people check out. But they always did!

or whether it's about the players literally having shorter attention spans (not always literally ADHD, but plausibly at least sometimes)
I have severe ADHD. ADHD and attention spans in general are 100% not the problem here. I've never had difficulty paying attention in a game if there's anything to pay attention to, and some guy's overly complicated VP pool being reallocated to use a different power is not something to pay attention to.

DMing is important here. Yeah, if you're playing a complicated game, and the PC has complicated and time-consuming abilities you have to work out, and that might be minutes of talking, once you've worked them out, then you have to sort of wake everyone up! That's a DM skill! That's important. I've possessed it since the 1990s, but I know a lot of DMs don't, because I've seen them not do this - they just resolve the action in the same lowered tone they've been using to discuss the rules. No. Wrong! Don't do that! Once the action is going, raise your voice, use a stronger tone, people will look up from any distractions, and then describe the action. No-one will miss it that way. They'll just miss the boring and genuinely pointless-for-everyone but the player & DM rules-discussion.

For clarity, I don't really care about how to have a fast paced game. It is about how it is okay to slow down and enjoy things like tactical complexity and nuance, for me.
So, in games where there is genuine tactical complexity and nuance, and THAT'S what is slowing down the turns, I don't see the disengagement you're describing. This was one of the things I liked about 4E - people didn't get disengaged in the way they did in 3.5E, because what other people were doing mattered much more to what they'd be able to do next turn or the like. Where in 3.5E it was often largely irrelevant (I don't want a detailed argument about this specific example btw, anyone trying to engage me on that, miss me and just mentally substitute whatever games you think this would be true for).

What I see causing disengagement is long turns where rules or rules possibilities or powers or spells or the like are being discussed, essentially just player on DM. And I accidentally a found a solution to that years ago, which is just like, once you're about to resolve the action, speak in a way that brings people back. Project, use a firmer tone, etc. It's actually kind of totally fine if people check out a bit whilst you're working out how some complex power works.

Also, I think games which let some players take a lot more, and a lot longer turns than others are well, not well-designed as TTRPGs. Champions genuinely has a problem there. It's not "tactical nuance" when one PC gets three turns for the one turn another one does, and not only that, but that one three-turn PC's fiddly powers are significantly harder to resolve, and that particular player has a bit of a case of analysis paralysis re: exactly what they're going to do. You can render speedsters and stuff rules-wise without just giving them a bunch of extra goes!

I think it's very important to accept this isn't just "Players be sucking these days", but to realize some systems are just kind of problematic for this, and that DMs also play a role in how this plays out, and can help to make it less of a problem without trying to alter player behaviour particularly.

(Again, my experience is that people are much better about not doing things like scrolling Twitter/Insta/etc. and not reading the news and so on now than they were in 2012, say.)

Generally the issue with complex RPGs isn't the complexity itself, it's the fact that nothing happens as a result. Yay, someone's HP number changed! Let's continue doing the exact same damn thing we were doing before!
Very true. This is kind of the distinction I saw with 3.5E vs 4E - in 3.5E, often all that happened on a PC's turn was a monster's HP went down, and it's like, okay, does that really change anything? No. Whereas in 4E, monsters were getting slid every which way, suffering conditions that enabled abilities in other PCs, PCs were repositioning in ways that had tactical important and so on, and people paid a lot more attention as a result.
 
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