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General Tabletop Discussion
*TTRPGs General
Pace of Play, Engagement and "Excitement"
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<blockquote data-quote="bloodtide" data-source="post: 9527336" data-attributes="member: 6684958"><p>It can be so bad......with just four players, and each player talking just 10 minutes to do their combat: this has you sit around for 30 minutes per combat round. So five rounds of combat can be half the night that you just sat there.</p><p></p><p>It is also bad with a leaderless group of PCs, a group of too many PC leaders, a group of PC Lone Wolves or worst of all, the slow DM. </p><p></p><p>And the DM that just lets the game 'hang' when the players are lost, confused, or otherwise not progressing.</p><p></p><p>And this does not even count when "that guy" mentions "that viral video" and then most gamers will sit around and talk about it for 30 minutes or more.</p><p></p><p>---</p><p></p><p>So, as DM, I'm very harsh at my table. I like a quick fast paced game that moves along. </p><p></p><p>I might give one warning for a new player when they attempt to disrupt the game with "drr...hey guys did you see the viral video, it was so cool!". But more often then not I will just kick the player out quick.</p><p></p><p>I require all players to play attention always. If a player say something like "what is going on", I will just go to the "ok, you loose your turn to act as your character stands confused for the round".</p><p></p><p>I require all players to know the rules. Again asking about a rule or such gets you a quick "ok, you loose your turn to act as your character stands confused for the round".</p><p></p><p>In combat, or other adventure worthy activities, I give players three seconds to state their action. And again, if a player does not, "ok, you loose your turn to act as your character stands confused for the round".</p><p></p><p>These make for a fast paced game.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9527336, member: 6684958"] It can be so bad......with just four players, and each player talking just 10 minutes to do their combat: this has you sit around for 30 minutes per combat round. So five rounds of combat can be half the night that you just sat there. It is also bad with a leaderless group of PCs, a group of too many PC leaders, a group of PC Lone Wolves or worst of all, the slow DM. And the DM that just lets the game 'hang' when the players are lost, confused, or otherwise not progressing. And this does not even count when "that guy" mentions "that viral video" and then most gamers will sit around and talk about it for 30 minutes or more. --- So, as DM, I'm very harsh at my table. I like a quick fast paced game that moves along. I might give one warning for a new player when they attempt to disrupt the game with "drr...hey guys did you see the viral video, it was so cool!". But more often then not I will just kick the player out quick. I require all players to play attention always. If a player say something like "what is going on", I will just go to the "ok, you loose your turn to act as your character stands confused for the round". I require all players to know the rules. Again asking about a rule or such gets you a quick "ok, you loose your turn to act as your character stands confused for the round". In combat, or other adventure worthy activities, I give players three seconds to state their action. And again, if a player does not, "ok, you loose your turn to act as your character stands confused for the round". These make for a fast paced game. [/QUOTE]
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