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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Something that Needs More Consideration - Pacing
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="Hussar" data-source="post: 5260978" data-attributes="member: 22779"><p>See, IME, leaving it up to the players means that one or two more dominant players will run roughshod over everyone else. Not intentionally I don't think. It's not like they're being deliberately jerks and stealing spotlight. Nothing like that.</p><p></p><p>It's just that some people like to talk. So, they start into talking. And talking. And talking. Delving into every little nook and cranny. They're having a blast. Meanwhile, the other half of the group is playing with their Iphones or whatnot.</p><p></p><p>I think it's absolutely incumbent upon the GM to keep an eye on pacing. To make sure that things move along, and, maybe move along just a hair faster than the players want. Don't beat every scene to death, stringing it out as far as it can possibly go. Cut it short. The shopkeeper gets another customer, excuses himself and doesn't come back. That sort of thing.</p><p></p><p>You asked earlier:</p><p></p><p></p><p></p><p>Why not? Does it REALLY matter if I have "Sword, Normal" written on my character sheet? I trust my players that they will not abuse things and they trust me not to screw them over for it. If you really wanted ten thousand feet of rope, meh, fine. Take it. It's your game, just as much as mine. If this will make you happy, let's run with it.</p><p></p><p>It's very Zen to let go of all these niggling details. And very liberating. Maybe it's because I've been playing a lot of rules light systems lately. In Sufficiently Advanced, for example, any equipment that is of equal to or less than your inherent capabilities, your character can be assumed to have. So, if I have a very high attack score (for example) and I declare that I draw my Zooper Nootron Blaster and blow up something, not a problem. I do it.</p><p></p><p>Now, again, I can honestly see why some people don't want to play like that. I get it. For some people, the level of detail is important. It's not to me. Whether you have five days of food or six, I don't care. The only time it's going to matter, there will be an in game event where you lose all your food anyway and now you have to deal with that situation.</p><p></p><p>Again, it gets back to pacing. My group will never, ever run out of food accidentally. It just won't happen in my games. I don't track rations, nor do I force the players to. If they write "food, for the purposes of eating" on their character sheet, that's good enough for me. And, honestly, they probably don't even have to do that. I presume, just like I don't have to ask the players when their character's are going to the little fighters room, that their characters have enough survival instincts to know that carrying food and water when traveling cross country is a good idea.</p><p></p><p>However, if an event occurs - forest fire during the night and the PC's are forced to jump into the river without their equipment to get away (since they would drown if they actually carried their equipment) - now I can go into the whole survival thing. Is it DM forced? 100%. Totally. I'm the GM, and I'm a good enough GM to engineer a situation in a realistic, logical fashion without straight up rail roading the players. The fire destroyed your food. You're lost in the desert, your water runs out. What do you do? (ok, easy one, the cleric casts create water, but you get the point)</p><p></p><p>The idea that everything must occur organically, with the DM only reacting is not how I like to run a game. I am far more pro-active as a GM. There's pro's and cons to both approaches.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5260978, member: 22779"] See, IME, leaving it up to the players means that one or two more dominant players will run roughshod over everyone else. Not intentionally I don't think. It's not like they're being deliberately jerks and stealing spotlight. Nothing like that. It's just that some people like to talk. So, they start into talking. And talking. And talking. Delving into every little nook and cranny. They're having a blast. Meanwhile, the other half of the group is playing with their Iphones or whatnot. I think it's absolutely incumbent upon the GM to keep an eye on pacing. To make sure that things move along, and, maybe move along just a hair faster than the players want. Don't beat every scene to death, stringing it out as far as it can possibly go. Cut it short. The shopkeeper gets another customer, excuses himself and doesn't come back. That sort of thing. You asked earlier: Why not? Does it REALLY matter if I have "Sword, Normal" written on my character sheet? I trust my players that they will not abuse things and they trust me not to screw them over for it. If you really wanted ten thousand feet of rope, meh, fine. Take it. It's your game, just as much as mine. If this will make you happy, let's run with it. It's very Zen to let go of all these niggling details. And very liberating. Maybe it's because I've been playing a lot of rules light systems lately. In Sufficiently Advanced, for example, any equipment that is of equal to or less than your inherent capabilities, your character can be assumed to have. So, if I have a very high attack score (for example) and I declare that I draw my Zooper Nootron Blaster and blow up something, not a problem. I do it. Now, again, I can honestly see why some people don't want to play like that. I get it. For some people, the level of detail is important. It's not to me. Whether you have five days of food or six, I don't care. The only time it's going to matter, there will be an in game event where you lose all your food anyway and now you have to deal with that situation. Again, it gets back to pacing. My group will never, ever run out of food accidentally. It just won't happen in my games. I don't track rations, nor do I force the players to. If they write "food, for the purposes of eating" on their character sheet, that's good enough for me. And, honestly, they probably don't even have to do that. I presume, just like I don't have to ask the players when their character's are going to the little fighters room, that their characters have enough survival instincts to know that carrying food and water when traveling cross country is a good idea. However, if an event occurs - forest fire during the night and the PC's are forced to jump into the river without their equipment to get away (since they would drown if they actually carried their equipment) - now I can go into the whole survival thing. Is it DM forced? 100%. Totally. I'm the GM, and I'm a good enough GM to engineer a situation in a realistic, logical fashion without straight up rail roading the players. The fire destroyed your food. You're lost in the desert, your water runs out. What do you do? (ok, easy one, the cleric casts create water, but you get the point) The idea that everything must occur organically, with the DM only reacting is not how I like to run a game. I am far more pro-active as a GM. There's pro's and cons to both approaches. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Something that Needs More Consideration - Pacing
Top