DonTadow
First Post
I'm in no ways stignent on the rules. I"m not sitting there with a timeline. And its arule i rarely have to enforce (There are a couple of players whom always try to sneak metagame tips by). I'm very lienient if it's in the spirit of good role play. I only enforce the rules when metagame role playing conversations.Infiniti2000 said:DonTadow, you make good points, but still there must be some compromise. Requiring at most 6 seconds of real-time and only during your turn is clearly one extreme. Allowing an unlimited amount of time is the other extreme. Different groups have different ideas on what they expect, and this is in large part due to the variety of gamers. There are groups out there who are all RL combat veterans (we used to have an special forces veteran in our group looong ago), others are groups of high schools kids (I'm old so I can call them kids), and still others, like my group, are all working professionals out of the university for 5-10 years, with kids. So, in my group, if the DM said, "Shut up, your 6 seconds is over" It would go very far because our primary purpose is to get together with friends. If one player wants to take an extra 20 seconds, heck, even 5 minutes, to look up a spell, we let him. If another players takes the extra time to extoll the virtues of Moradin in a thick Scottish brogue (and he does very well at it) for a full minute, we let him. And we enjoy every second of it.
I have seen groups that require the spellcasters to know the spells they have prepared. And I mean know. There's no looking up the spell as you cast it to make sure you have the range, etc. right, nor are there allowances for "I assume you'd know the cure light wounds is a touch spell". Yes, that's when new gamers (particularly females) quit early because they can't possibly memorize all this useless crap, nor would they want to. As any good professional knows, you can't/don't memorize everything, you have references ready.
So, the point of me rambling is to just say what I think we can all agree on, and that is that there is a middle ground and it's up to every gaming group to find there own middle ground. Don't underestimate the importance of this, though, especially with respect to new members. Really strict and rigid time constraints are HUGE turnoff for new gamers.
There's something in my game I calll the "dramatic speech". I learned it from a DM whom did a lot of Buffy and AFMBE. It's when a player is in combat and they make a dramatic speech or conversation. I play my game out like an anime or tv show and if you ever watch those things, despite the action going around, say 100s of zombies coming at you, there are times when the cameral pans around and only focuses on those two or three individuals of the party, giving some dramatic speech or conversation. This is very popular in the Final Fantasy video games. So I allow this stuff, especially during hte climatic battles. I also don't mind if the npc says something in combat, and the pcs respond as I count this all up to good role playing and that's more important to me than combat. IN al honesty after 20 to 30 minutes of combat i encourage or incorpate something like this to break up the monatany for a bit (most of my group are heavy role players). I think its neccessary to have players look up spells, combat technqiues and occasionally monsters. Heck, for me its encouraged because that means that you have them on their toes. There are limits but I dont have a former timer anywhere in my game

My big gripe, and there's a lot of "personal feelings" in here from two groups I was in whom where notorious for it, is metagaming during combat. It slows the game down, it forces the uncomfortable newbie to sometimes let others play their character, it's counterproductive to role playing, it trains players to not prepare for encounters and it can suck the suspense out of a combat.