Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Playing D&D much faster
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="iserith" data-source="post: 7463915" data-attributes="member: 97077"><p>I agree with [MENTION=93444]Sunseeker[/MENTION]. It largely depends on the players. My regular groups are very fast. My pickup groups for one-shots tend to be less so, but I manage to keep them moving forward. Three things I put in my Tables Rules document that have the most impact on how quickly the game moves are:</p><p></p><p style="margin-left: 20px">1. Make use of the improvisational technique known as "Yes, and..." When hearing a serious idea or proposal from another player, accept the idea then add to it. Try to find the good in it and think of ways it can work rather than ways it can't. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">2. Describe what you want to do by stating a clear goal and approach. A question is not a statement of goal and approach, nor is asking to make an ability check or the like.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">3. When the spotlight is on you, act immediately. Your turn is for acting, not for thinking about what to do.</p><p></p><p>These have several specific effects. The first one stops debates before they can begin. Debates between players, especially when the stakes are high and there are a lot of unknowns, can really slow down the game. With this method, everyone throws in their ideas onto the initially offered plan, I (as DM) reiterate to make sure I understand the goal and approach, and then the plan is executed.</p><p></p><p>With regard to goal and approach, the second rule handles that as well. When players ask questions of the DM, they aren't moving the game forward - they're effectively stalling and looking for the "right" answer without taking any risks or paying any costs for doing so other than table time. If the table cuts that out and focuses more on clear statements of goal and approach, then what you see is characters doing stuff all the time and the DM resolving them rather than the DM and the player having a chat about what the characters <em>could</em> do. This really cuts to the chase in addition to just creating a better flowing game.</p><p></p><p>Finally, the last bit is a reminder of the players of their responsibility to themselves and to the table because it naturally affects both. If everyone follows this rule, their own turn comes back around to them faster which is of personal benefit. But also of benefit to the group since they can get through more content more session which also means more character advancement over time.</p></blockquote><p></p>
[QUOTE="iserith, post: 7463915, member: 97077"] I agree with [MENTION=93444]Sunseeker[/MENTION]. It largely depends on the players. My regular groups are very fast. My pickup groups for one-shots tend to be less so, but I manage to keep them moving forward. Three things I put in my Tables Rules document that have the most impact on how quickly the game moves are: [INDENT]1. Make use of the improvisational technique known as "Yes, and..." When hearing a serious idea or proposal from another player, accept the idea then add to it. Try to find the good in it and think of ways it can work rather than ways it can't. 2. Describe what you want to do by stating a clear goal and approach. A question is not a statement of goal and approach, nor is asking to make an ability check or the like. 3. When the spotlight is on you, act immediately. Your turn is for acting, not for thinking about what to do.[/INDENT] These have several specific effects. The first one stops debates before they can begin. Debates between players, especially when the stakes are high and there are a lot of unknowns, can really slow down the game. With this method, everyone throws in their ideas onto the initially offered plan, I (as DM) reiterate to make sure I understand the goal and approach, and then the plan is executed. With regard to goal and approach, the second rule handles that as well. When players ask questions of the DM, they aren't moving the game forward - they're effectively stalling and looking for the "right" answer without taking any risks or paying any costs for doing so other than table time. If the table cuts that out and focuses more on clear statements of goal and approach, then what you see is characters doing stuff all the time and the DM resolving them rather than the DM and the player having a chat about what the characters [I]could[/I] do. This really cuts to the chase in addition to just creating a better flowing game. Finally, the last bit is a reminder of the players of their responsibility to themselves and to the table because it naturally affects both. If everyone follows this rule, their own turn comes back around to them faster which is of personal benefit. But also of benefit to the group since they can get through more content more session which also means more character advancement over time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Playing D&D much faster
Top