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Pacing
Mar 5, 2013 7:14:41 GMT -8
Post by ericfromnj on Mar 5, 2013 7:14:41 GMT -8
Considering it was said the next episode was about pacing, it reminded me of my favorite sourcebook on the subject: Campaign Sourcebook and Catecomb Guide for 2nd edition D&D. It had some good advice on Pacing in a chapter called quite appropriately Pacing and Theatrics: - Mix it up - sometimes the players have to make quick decisions, other times they can soak up the descriptive landscape.
- Keep Things Lively - Even when looking something up keep the dialogue going
- Encourage Rapid Play During Combat - Every trick you know to keep combat Fast! Furious! Fun! be it sitting people based on their initiative order (if fixed) to rolling to hit and damage at the same time.
- Avoid Splitting Up - Unless you are the type of GM who is either a) very good at keeping everyone involved (sometimes the PCs not in the spotlight can play some of the NPCs and switch out) or b) you are running Lovecraftian Horror, then split them up and cackle maniacally.
- Plan Breaks - People won't run to the bathroom in the middle of combat and force everyone to wait if you actually have a 5 to 10 minute break every 2 hours or there about.
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Pacing
Mar 6, 2013 9:24:32 GMT -8
Post by hoseirrob on Mar 6, 2013 9:24:32 GMT -8
Including in Pacing, i would like to see the hosts discuss how to end things. Not in a railroad sense, but what is that wrap up after the big fight, or the investigation concludes. What are the key aspects to a strong story arc ending?
Maybe that is a separate topic, but it could fall into pacing.
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Pacing
Mar 6, 2013 15:21:10 GMT -8
Post by Deleted on Mar 6, 2013 15:21:10 GMT -8
Coincidentally, I made a video about pacing this week that might be of use. It mostly looks at it from a game design perspective, but it may spark some ideas.
Good news is, it's only about three minutes and you don't have to read anything.
Bad news is you have to go through the trouble of clicking play:
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Pacing
Mar 8, 2013 11:24:08 GMT -8
Post by CreativeCowboy on Mar 8, 2013 11:24:08 GMT -8
I wonder if pacing at the table will be considered and, if so, music's subtle role in table pacing? I have used music to help with table pacing; I use a mixture of soundtrack and sound effects.
For example, I will have the sound effects of battle (representing both sides in numbers, not only the sound of a weapon) with a specific amount of popular film music between these sound effects. That would aurally cue/advertise one round to players and suggest they act or declare without overtly rushing them or intruding on their game as GM. It helps the imagination as well when a flurry of arrows gets heard. I rely solely on shared imagination between GM and player and player maps. I abhor battle mats.
The use of reliable timers with countdowns easy to read by the naked eye also fits this pacing the table/game. I give players 3 minutes to make/settle on declarations/decisions after I have given out all the description - including answering player questions if they happen before the players begin discussing options in committee between themselves. I feel players should be under pressure when their characters are being pressed.
When I have a large group - 6 or more players - I rely on a player-elected Caller to relay player decisions to me. That makes a barrier between my mishearing or misinterpreting player action, which results in consequences that I can hide behind. (I roll in the open.)
As to story pacing in game, I imagine time constraint plays a role. A convention game versus a campaign game, for example. In my situation, preferring campaigns, I liked to end on cliffhangers. It makes it easier to pick up from where we leave off. (We used to do that when I was a teenager playing after school and I recall my excitement to return to the game.) But player group also plays a role.
I play with a group that has changed from one game to another. My last game with a “regular” group was a year ago when the players were locked in a life and death battle underground. I ended that session immediately after a serious combat but with one player holding back a large group of baddies against a door. It was god damn exciting. Then a sudden problem of scheduling resulted in a lack of quorum and the usual summer time departures combined to leave the game with one regular player stuck underground in October. New players could not believably start in the underground. I did not want to play a bunch of NPCs with one player underground. Hindsight is a beautiful thing. I won’t be doing that again.
My first game with a new player at the table (I am not referring to the Blue Booking I do with new players individually) plays out scenes that normally do not get played. I do this once because it is not the stuff of heroes but it is the stuff of normal role-play: bedding down; donning and removing armour; hunting for game on the trail, etc. Describing the trail as they walk presents space within the game while I describe smells, sights and sounds to increase player-to-player interaction in my mind. I do this to create a shared fantasy of bonding and fellowship. This also gives players the chance to actively pick up the pace themselves with a little role-play – particularly useful when there is a new stranger in the room. It does not work out that way in the first team session but that is my idea. Maybe it has some affect later on between the players as they interact more between themselves outside of combat. (I honestly have only the theory that introducing my world works the same way as players introducing themselves on first meeting.) I do know the first session is usually the most demanding of me, requiring longer prep time, as I become an active dispenser of player sensation painting pictures with words (to potentially non-native English speakers).
This pacing to bring in new players (and new-to-the-hobby players in particular) and acclimate them as a team at my table is not my strong suit. I would be very interested in comments in this regard as well as regarding general pacing for game story.
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Pacing
Jun 21, 2013 14:10:12 GMT -8
Post by Deleted on Jun 21, 2013 14:10:12 GMT -8
Music can absolutely help with pacing. I ran a Silent Hill game in nWoD where I played the Silent Hill 3 soundtrack in the background. At certain parts in the soundtrack, the siren would go off and that would dictate in game when the world would shift for the players. The pacing would go from "let's go follow that screaming sounds" to " HOLY SHIT! HOLY SHIT! Pyramid Head!" It made for a very uneasy and frantic game, which is great for horror. This may not work in all cases, but for fantasy, I used to take poular fantasy soundtracks and build them for what was going to take place that session. If I knew that we left off heading into the periless underbelly of a mountain, the music for that night was a little more heroic. You get the idea.
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