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Community
General Tabletop Discussion
*TTRPGs General
Something that Needs More Consideration - Pacing
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<blockquote data-quote="Hussar" data-source="post: 5257959" data-attributes="member: 22779"><p>Yeah, I gotta go with Pemerton on this one. No, not everything the PC's choose to do is important. The two hour discussion on the exact wording of divination spells is not important. It speaks more to a serious trust issue between the player and the DM IMO.</p><p></p><p>And, honestly, just because a player takes an interest in something doesn't necessarily mean that that interest should translate to hours of table time. IMO, cutting to the chase and moving on will result in a better game. </p><p></p><p>I absolutely hate coming out of a session, sitting back and thinking, "Wow, we just spent three hours gaming and... nothing happened. We talked to a cranky farmer and that was about it." (actual true occurance) </p><p></p><p>For me I would much rather things be a bit rushed, and perhaps a bit less detailed, than the other way around. Not that I want zero detail, let's not take this too far. But, like I said in the original post, about 30 minutes to an hour is my general time limit for any given scene, with most probably taking much less.</p><p></p><p>One thing this does require of the GM though is a fair bit of prep work before sessions. Unless the GM is really good at improv (which I am not). If I'm expecting to have around 5 scenes per session, with a bit of time between each as well, I need at least 5 scenes prepped, and probably more. This does place a fair bit of weight on the GM's shoulders to have lots of material ready to go.</p><p></p><p>PS - Ok Noumenon. I'll stop posrepping. Heh. Was fun though.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5257959, member: 22779"] Yeah, I gotta go with Pemerton on this one. No, not everything the PC's choose to do is important. The two hour discussion on the exact wording of divination spells is not important. It speaks more to a serious trust issue between the player and the DM IMO. And, honestly, just because a player takes an interest in something doesn't necessarily mean that that interest should translate to hours of table time. IMO, cutting to the chase and moving on will result in a better game. I absolutely hate coming out of a session, sitting back and thinking, "Wow, we just spent three hours gaming and... nothing happened. We talked to a cranky farmer and that was about it." (actual true occurance) For me I would much rather things be a bit rushed, and perhaps a bit less detailed, than the other way around. Not that I want zero detail, let's not take this too far. But, like I said in the original post, about 30 minutes to an hour is my general time limit for any given scene, with most probably taking much less. One thing this does require of the GM though is a fair bit of prep work before sessions. Unless the GM is really good at improv (which I am not). If I'm expecting to have around 5 scenes per session, with a bit of time between each as well, I need at least 5 scenes prepped, and probably more. This does place a fair bit of weight on the GM's shoulders to have lots of material ready to go. PS - Ok Noumenon. I'll stop posrepping. Heh. Was fun though. [/QUOTE]
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