How do you keep players engaged? How do you keep players off their phones and in the game? How do you handle the game when the party splits? How do you keep tension high? The answer to all these questions is pacing, and that's what we're covering today.
Pacing is about 2 things: how long progress takes, and how much time there is between direct interaction with a player.
Generally, a good GM will move the story forward quickly enough so that the players aren't doing the same thing over and over. However, the story pace can't negate the players ability to make decisions and deal with consequences. The story isn't something that happens to the PCs; the PCs are the story.
Interactions with the players should happen often, but quickly. Why? Because the time it takes to get from one turn to the next is the sum of all player interactions in between. Don't give players time to get bored; keeping the game moving.
The first key to pacing is to set expectations properly. Let players know they are going to need to be prepared to act on their turns. If they are away from the table or AFK, they get skipped. If they don't know what is going on, they get skipped. Encourage your players to start their turn by asking questions when they are uncertain, because it keeps them engaged. Also, set the expectation that the players need to know how their characters work. If there is some piece of information needed for a ruling, make sure they keep it on their character sheet. For my 5E games, this means the exact text of every spell and special ability must be available during the game. None of these rules are personal -- they help keep the game in motion.
The second key to pacing is getting rid of the obvious time wasters. Keep the turn order posted where everyone can see it and tell when their turn is up. Ban distractions from the table, like phones, if they become a problem. Start each turn and end each turn with the same verbal cue to make sure the player knows it is their turn, and that the GM is sure when it is over. Discourage the "I forgot actions" after their turn is ended. Consider setting limits on the number of combatants allowed per player (I usually set it at PC +2), so a necromancer with 15 zombies isn't taken up all the time. Consider having everything controlled by a player act on a single initiative. Consider having all of the NPCs and foes act on a single initiative for the GM too. Where possible and where it makes sense, use average numbers instead of rolls.
The third key to pacing is to maintain control and/or presence. The GM needs to be the voice at the table that everyone listens to. Many groups have problems with everyone talking at once. When this pops up, designate an item (I used a stuffed d10) as the speaking item and hand it around. Only the GM and the person with the item is allowed to speak. A few sessions of this usually gets the group into the right rhythm for then playing without it. Also, maintain control over when the dice are rolled. Have players focus on telling what character are doing, and if a dice roll is required, call for it. Otherwise, give success and drive on. Similarly, don't call for extra rolls -- let the roll stand until something changes. As a GM, speak only when necessary. It does nothing for the game to be talking all of the time for no reason.
The fourth key to pacing is compelling action. The game is about what you and the players want it to be about, and what this is will change over time and level. Don't feel the need to add in random encounters or tracking of mundane details unless it adds to the experience. Personally, I don't like being asked after every battle if the ranger can recover arrows, so I make them all recoverable. I don't like tracking different kinds of currency, so I make all of the currency gold pieces and we ignore the weight. I might make the party track water and rations at low levels, but as they get to higher levels, I consider the problem solved and move on to other challenges. Simplifications like these keep the story focused on the good parts. Compelling stories keep players engages and the game moving.
While in game, keep things moving by actively engaging players. When out of turn order, always ask each player periodically what they are doing, especially if they aren't actively engaged in what is going on. Don't ever go into a potentially dangerous or interesting situation without knowing exactly what every character is doing. By keeping characters tied into play, players stay in the game.
Handling split parties follows a similar pattern. Switch between the two groups as soon as a key decision is made, and wait to return to the group to unveil the consequences. These keeps interest high. This switching should be happening often so they other half of the party doesn't lose interest. Balance the action between the two side, if necessary, by adding other complications to deal with.
Everyone now and then, the action will stall. In some cases, this is good, like when players are strategizing (i.e. figuring out what their characters already know) or roleplaying. In these cases, stay out of the way. However, sometimes the stall is just a stall in thinking on how to move forward. In these cases, I take a page from Numenera and insert a GM intrusion. The intrusion is some immediate and urgent problem that the party has to deal with to keep them moving. Should we go left or right? Can't decide? Now there is a charging rhino coming from the left. What do you do? Sometimes it takes a little push to get the party unstuck.
Working on your pace can greatly improve you game in a number of way. Increasing player engagement and avoid distractions certainly helps. Ultimately though, it is about making good use of the limited time away from real life that we all have for enjoying our hobby, and we could all use more game.
Pacing is about 2 things: how long progress takes, and how much time there is between direct interaction with a player.
Generally, a good GM will move the story forward quickly enough so that the players aren't doing the same thing over and over. However, the story pace can't negate the players ability to make decisions and deal with consequences. The story isn't something that happens to the PCs; the PCs are the story.
Interactions with the players should happen often, but quickly. Why? Because the time it takes to get from one turn to the next is the sum of all player interactions in between. Don't give players time to get bored; keeping the game moving.
The first key to pacing is to set expectations properly. Let players know they are going to need to be prepared to act on their turns. If they are away from the table or AFK, they get skipped. If they don't know what is going on, they get skipped. Encourage your players to start their turn by asking questions when they are uncertain, because it keeps them engaged. Also, set the expectation that the players need to know how their characters work. If there is some piece of information needed for a ruling, make sure they keep it on their character sheet. For my 5E games, this means the exact text of every spell and special ability must be available during the game. None of these rules are personal -- they help keep the game in motion.
The second key to pacing is getting rid of the obvious time wasters. Keep the turn order posted where everyone can see it and tell when their turn is up. Ban distractions from the table, like phones, if they become a problem. Start each turn and end each turn with the same verbal cue to make sure the player knows it is their turn, and that the GM is sure when it is over. Discourage the "I forgot actions" after their turn is ended. Consider setting limits on the number of combatants allowed per player (I usually set it at PC +2), so a necromancer with 15 zombies isn't taken up all the time. Consider having everything controlled by a player act on a single initiative. Consider having all of the NPCs and foes act on a single initiative for the GM too. Where possible and where it makes sense, use average numbers instead of rolls.
The third key to pacing is to maintain control and/or presence. The GM needs to be the voice at the table that everyone listens to. Many groups have problems with everyone talking at once. When this pops up, designate an item (I used a stuffed d10) as the speaking item and hand it around. Only the GM and the person with the item is allowed to speak. A few sessions of this usually gets the group into the right rhythm for then playing without it. Also, maintain control over when the dice are rolled. Have players focus on telling what character are doing, and if a dice roll is required, call for it. Otherwise, give success and drive on. Similarly, don't call for extra rolls -- let the roll stand until something changes. As a GM, speak only when necessary. It does nothing for the game to be talking all of the time for no reason.
The fourth key to pacing is compelling action. The game is about what you and the players want it to be about, and what this is will change over time and level. Don't feel the need to add in random encounters or tracking of mundane details unless it adds to the experience. Personally, I don't like being asked after every battle if the ranger can recover arrows, so I make them all recoverable. I don't like tracking different kinds of currency, so I make all of the currency gold pieces and we ignore the weight. I might make the party track water and rations at low levels, but as they get to higher levels, I consider the problem solved and move on to other challenges. Simplifications like these keep the story focused on the good parts. Compelling stories keep players engages and the game moving.
While in game, keep things moving by actively engaging players. When out of turn order, always ask each player periodically what they are doing, especially if they aren't actively engaged in what is going on. Don't ever go into a potentially dangerous or interesting situation without knowing exactly what every character is doing. By keeping characters tied into play, players stay in the game.
Handling split parties follows a similar pattern. Switch between the two groups as soon as a key decision is made, and wait to return to the group to unveil the consequences. These keeps interest high. This switching should be happening often so they other half of the party doesn't lose interest. Balance the action between the two side, if necessary, by adding other complications to deal with.
Everyone now and then, the action will stall. In some cases, this is good, like when players are strategizing (i.e. figuring out what their characters already know) or roleplaying. In these cases, stay out of the way. However, sometimes the stall is just a stall in thinking on how to move forward. In these cases, I take a page from Numenera and insert a GM intrusion. The intrusion is some immediate and urgent problem that the party has to deal with to keep them moving. Should we go left or right? Can't decide? Now there is a charging rhino coming from the left. What do you do? Sometimes it takes a little push to get the party unstuck.
Working on your pace can greatly improve you game in a number of way. Increasing player engagement and avoid distractions certainly helps. Ultimately though, it is about making good use of the limited time away from real life that we all have for enjoying our hobby, and we could all use more game.
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