Pacing
I've addressed the issue of pacing elsewhere in this thread, but I want to bring it up again in more detail because it is so critical to the success of a game. This is true whether your game is VTT, PbP or right at your dining room table. Pacing is everything. Probably the most important aspect of pacing is knowing when to leave a scene. The answer to that is as soon as possible. The second, the instant that your players have accomplished what they need to in a scene, move them onto the next.
For example, if a scene exists in order to find a certain clue, once that clue has been found you might say something like this.
"You discover a small book in the room. It appears to be some kind of journal for an explorer named Wulf. It seems like interesting reading. Finding nothing else of interest in the room, you move back into the hall and continue north."
That's it! You've clearly identified the clue in a way that doesn't break the fourth wall too much, and you also told them without a doubt that there is nothing else to do there.
Another thing you want to avoid is choke points. In my experience, choke points - places where a game bogs down - come in three places. 1) Places where the PCs don't know what to do 2) Places where the players are being timid 3) Long combats.
Choke points are death! Avoid them as such.
When the PCs don't know what to do: Tell them. This is one reason I always like to have an NPC in the game is to drop hints. Remember, games aren't novels. Players get distracted and can't flip back to read what they missed. Sometimes they need a good hint and there is nothing wrong with giving them that.
PC: "I'll search the room... again." GM: "You start doing that... and then you remember that you haven't questioned the prisoners you rescued earlier. Perhaps one of them will have some idea of what happened here."
When the PCs are being timid: Usually this is right before a combat. The players don't feel ready and so they wait for someone else to make the first move. I usually tell them to move or face a minor consequence. Something like "You are hidden, but you know you can't stay hidden forever. Eventually you wil be discovered or more monsters will enter the room. you have to move while you have the chance."
Alternately I just have the monsters attack them. That always kickstarts things.
When the combat goes on too long: A dwarven defender holding a castle gate against a thousand orcs sounds thrilling... but in PbP it's a sludge. It's only fun for about three rounds before it just gets repetitive. The solution is to fast-forward or to end the combat.
Fast-forward: You want to be fair, but there are a lot of ways to do this. Is the dwarf taking damage? How much per round? How many orcs does he slay per round? Where will he logically be in ten rounds? In twenty? Skip to where it gets dramatic.
"Your waraxe rises and falls in a sickening rhythm, but the orcs pour forward in a snarling tide for long minutes. The blows that manage to penetrate your armor start to add up, and soon you are battling in a pool of blood that you know is at least partially your own."
(( you're down to 20 hitpoints, but you think if you can hold another three rounds you'll break the charge. What do you do? ))
Or... end the combat. That's it. Usually this means letting the players win when it seems inevitable.
"Just when you think you can go on no more, you hear the blast of an orc warhorn and the beasts pull back. You stand in the gate like a hero of legend, bloody but unbroken. Now to attend to the black prince."
Bottom line, you have to push past choke points and keep advancing your game. Do that and your games will have a much better chance of surviving.
Pacing is a tough task. As a GM you always have to be aware of it and you always have to look to keep the pace up in your games. No one gets this right every time. I myself fell victim to poor pacing recently. In my case it was part of a published module, but I knew it was a potential slow point and I didn't do enough to cut it short. That mistake cost me three good players.
In my next post I will go into some narrative techniques to use when you need to pick the pace up but need an idea for how to do it.
In the meantime, how do you feel about pacing? What do you do to keep your games moving?
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