The topic for the 15 March 2012 chat was pacing. Wondering what RPGchat is? Allow us to explain. Interested in participating? Join us next week on twitter. Just look for the #rpgchat hashtag, and share your thoughts when you’re ready!
Tweets of Note
The chat started off with pacing in combat:
Ugh. Keeping up the tempo in a long combat
How do you handle the shopping for gear, equipment, and upgrades in your game?
Never shop during the game. Do that over email between sessions. That shit takes FOREVER.
Fred Hicks and Rob Donoghue popped in with some relevant tips:
Pacing is about putting people on the clock, spreading the spotlight fairly, and constructively applied impatience.
Pacing also hinges on clarity of vision – you cannot be excited for your next action if you’re still figuring out what it will be
Also, if you want to put combat on the clock, I demand the same for dialog. And math. And navigation.
Lots of people chimed in with the idea of using a real time clock to for player actions, though this was not a universally popular tactic:
Combat starts, so does real time. Players have 10 seconds to chose an action
Two of the better suggestions of the night came from the idea of rewarding making decisions fast to keep players and the pace at high speed:
if you want a time limit, don’t set a limit on decision time, give a bonus for quick instead of optimal choices
The full archive of the chat is in spreadsheet form here.