"I've come to the opinion of late that the single biggest element in a successful campaign is pacing."
I stopped reading there and said a hearty "hear, hear". Then I read the rest.
Wow, 5 encounters in three hours? That seems extremely fast paced to me. If you use standard initiative in 3.5 a serious combat encounter alone can take two hours.
Whenever I think of pacing and such, I remember what my wife asked me: "Aren't people there to have fun?" Forcing a high pace can take the fun out of things. As a DM, you have to lessen your own desires for the good (fun) of the players.
That said, yes, they do have to be prodded. As a sort of service, I am DMing a group of kids. Whenever they get side-tracked anyone can call 'Push' and I force them to move on.
The campaign I'm playing in (older, experienced players), everybody spends alot of time joking around so forcing an arbitrary pace takes away from the fun. Yet to get a sense of accomplishment I do help to move things along (it lasts for about 10 minutes).
I forgot to add that I played in a world where I would spend 30 seconds on my action then go outside for 15 minutes waiting for the other four players to do theirs. That sucked but it was just a bad DM.
I think one has to read their players and work from there.
I stopped reading there and said a hearty "hear, hear". Then I read the rest.
Wow, 5 encounters in three hours? That seems extremely fast paced to me. If you use standard initiative in 3.5 a serious combat encounter alone can take two hours.
Whenever I think of pacing and such, I remember what my wife asked me: "Aren't people there to have fun?" Forcing a high pace can take the fun out of things. As a DM, you have to lessen your own desires for the good (fun) of the players.
That said, yes, they do have to be prodded. As a sort of service, I am DMing a group of kids. Whenever they get side-tracked anyone can call 'Push' and I force them to move on.
The campaign I'm playing in (older, experienced players), everybody spends alot of time joking around so forcing an arbitrary pace takes away from the fun. Yet to get a sense of accomplishment I do help to move things along (it lasts for about 10 minutes).
I forgot to add that I played in a world where I would spend 30 seconds on my action then go outside for 15 minutes waiting for the other four players to do theirs. That sucked but it was just a bad DM.
I think one has to read their players and work from there.