Is the NPC doing this or is there any in-game manifestation?Most of you here have probably played the Witcher 3. One of the things I loved was when there were decisions Geralt had to take, with a time limit to choose. [KILL THE BANDIT / SPARE HIM]
So I am thinking of making some stuff like that. Like, let's assume that a powerful shady NPC has his minions all around the PCs, but gives them a chance to serve him (and change factions) and become allies. If they reject, it's quite possible that the NPC will command his men to attack the PCs. So, in order to create tension, I am thinking of giving a time limit (raising my hand and then slowly lowering it until it touches the table which end the timer).
Do you think it's wrong to do this on tense situations? Is it unfair to not let the PCs take their sweet time and decide what to do in a crucial part of the campaign? Or - when done sparingly - is pure awesomesauce?
Thoughts?
I certainly agree with this, and actually have some short stories to share!I do enjoy building time pressure (or time as a resource) into all of my adventure scenarios; however, that exists in the campaign world and acts as pressure on the PCs, not a limit on how long the players get to make decisions or respond to the DM. While we move very quickly in our games compared to others I've played in, I would not want to put a time limit on players making decisions in this fashion. Like rushing someone, it could lead to a negative emotional response which is best avoided in my view.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.