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General Tabletop Discussion
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Time Limit as a Stress Inducer: Thoughts?
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<blockquote data-quote="Dessert Nomad" data-source="post: 7573074" data-attributes="member: 6976536"><p>The problem for me with 'turn on a timer' is that I'm not actually in the game seeing what happens. If the DM hasn't adequately described the situation, I end up having to use big chunks of what are supposed to be decision time for clarifying things that the character would either already know or find out at a glance. This is especially true when playing in a noisy environment like a gaming store, where it's often hard to even hear specific words. Time limits also tend to reward the most obnoxious players, as whoever talks over people and gets the DM's attention first gets the information or gets their action to count. And they can be devastating to people with disabilities - someone who's hard of hearing is going to have a much harder time figuring out what you're describing than someone without the difficutly, for example.</p><p></p><p>In the specific case, you're not asking for an individual decision, you're asking for a group decision. Witcher is a one player game, where just one person decides, but you've got half a dozen (or so) players who need to reach a consensus on a major campaign decision. Putting them on a timer when it's not even clear whether or not they can talk is almost never going to reach a good result, as lots of players will feel like the result was just BS that got decided by whoever talked the loudest, not a real decision. You're not likely to get the clean 'we agreed to follow the villain, now we are in his faction' that you were looking for, but get a lot more 'we will stab him in the back ASAP'. Trying to play 'your alignment says you have to' or something else along those lines is less likely to be seen as legitimate by the player, since they'll think they got railroaded.</p></blockquote><p></p>
[QUOTE="Dessert Nomad, post: 7573074, member: 6976536"] The problem for me with 'turn on a timer' is that I'm not actually in the game seeing what happens. If the DM hasn't adequately described the situation, I end up having to use big chunks of what are supposed to be decision time for clarifying things that the character would either already know or find out at a glance. This is especially true when playing in a noisy environment like a gaming store, where it's often hard to even hear specific words. Time limits also tend to reward the most obnoxious players, as whoever talks over people and gets the DM's attention first gets the information or gets their action to count. And they can be devastating to people with disabilities - someone who's hard of hearing is going to have a much harder time figuring out what you're describing than someone without the difficutly, for example. In the specific case, you're not asking for an individual decision, you're asking for a group decision. Witcher is a one player game, where just one person decides, but you've got half a dozen (or so) players who need to reach a consensus on a major campaign decision. Putting them on a timer when it's not even clear whether or not they can talk is almost never going to reach a good result, as lots of players will feel like the result was just BS that got decided by whoever talked the loudest, not a real decision. You're not likely to get the clean 'we agreed to follow the villain, now we are in his faction' that you were looking for, but get a lot more 'we will stab him in the back ASAP'. Trying to play 'your alignment says you have to' or something else along those lines is less likely to be seen as legitimate by the player, since they'll think they got railroaded. [/QUOTE]
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