/snip
One thing that would probably horrify Hussar was when it took an entire session to have basically one conversation with an NPC (probably about 5 hours). But then it isn't every day when Asmodeus pops round your house for a friendly chat about problems you are having with Dispater, where you are casually asked if you wouldn't mind putting up your imortal soul as collateral in a deal.
Sounds like fun. So long as the entire group is participating, and it's not something that happens every week, I'm probably 100% groovy. But, see below.
I try and let the players set a pace they are comfortable with. The world keeps moving and things continue to happen even if the PC's sit on their bums and enter a long debate. XP does a good job of helping to manage pace. XP is earned for resolving goals and doing things.
Too much planning and debate will result in less action which will slow down advancement. Racing ahead full steam without consideration or thought will likely result in costly casualties.
This works well enough for campaign play with our group. I certainly favor more structured pacing for time sensitive (in the real world) games such as gameday or con one-shots.
The problem I find with this, both as a player and a DM, is analysis paralysis. While only a few minutes of in game time goes by, the players spend two hours screwing around on a plan. It sounds here like you tend to treat the camera as "always on" so that game time and real time are fairly parallel.
Pacing is important, but it's equally important to be flexible.
From the sounds of it, I wouldn't enjoy the OP's game- with an artificial limit of a half hour for any given scene, a lot of the time that isn't enough time. If the party wants to sit and roleplay things out for four hours, they should be able to.
Naturally, each group is different and it's a matter of playstyle preference- but an artificial time cap on any given scene can be as bad as making the pcs play out examining each lantern in the general store, then going to the miner's store to compare prices.
Sorry, I guess I mistated. There's no "stopwatch" going on. It's not like I'm sitting there looking at the clock and I'm going to cut you off at 30 minutes. However, watching two players hash out the exact questions of a Divination spell for three hours makes me want to paint my brains all over the wall.
Same with having that one player who wants to talk to EVERY NPC, even when there are other things going on.
Yeah, I'll admit I'd probably run a bit roughshod over those players.
I think it's because I've spent so many campaigns with glacially slow paces. They almost become Seinfeld campaigns - "It's a campaign about ... Nothing!" Only to spend several months getting into the campaign and then have it fizzle because of real life issues.
I've had enough cake over the years. I want the soft chewy center now.
Chainsaw mentions spending 50+ hours on a single level of a multi-level dungeon. No thanks. Never, ever again will I do that. Now, I just excuse myself from the table and find a new game.