Pacing the Game
I enjoy action movies. I like to read stories that move along quickly and don’t meander. I also like to keep the pace of my game moving quickly. I do recognize, however, that pacing - how quickly or slowly events are changing, evolving and happening in the game session - can effect the mood at the table. One tool that exists in every referee’s repertoire regardless of system is pacing.
Pressing for a fast paced encounter can increase tension and excite players. Slowing down the pace encourages a more thoughtful and relaxed respite from a tense encounter. Mixing the two during a session can enhance both and help make the entire experience more memorable.
Some activities lend themselves to either quick pacing or slow. Exploration and investigation are often best accomplished at a slow, careful pace. By allowing the players ample time to discuss, role play and follow various mechanical procedures, including allowing re-rolls where appropriate, the referee can enhance and encourage a slower, more deliberate pace in that portion of the game.
When desirous of enforcing a faster pace, the referee can use a timer, such as a die clearly placed in the players’ view and turned to the next lower number as each turn passes. Combat is one area where the risk to characters is usually highest and therefore players may naturally feel a bit of tension and excitement. The referee can increase the tension level by quickening the pace of such an encounter. At most times players may be given as much time as they like to announce what combat action they want their character to take. By encouraging an immediate decision - no consulting the rules tome, no conversing with fellow players - the referee can ramp up the pace and the excitement. If the player hesitates, so does the character! And play moves on to the next character in order.
Initiative order can be determined in many ways, often it will vary from rule set to rule set. Initiative order can be determined once and applied to the entire combat, or can be determined each round. There is no reason that the referee should not, with player buy-in, make use of more than one method of determining initiative. By choosing from among various methods, the referee can greatly influence the pacing and feel of each combat. A deliberate fight, one where combatants are able to strategise, coordinate, and maneuver to their advantage can be conducted using individual initiative. Group initiative gives a bit less focus on the individual character actions and slightly speeds up play. Bypassing the initiative roll altogether greatly increases the pace and can make a general melee feel more chaotic and fluid. In such cases players can just take turns going around the table, or even all roll at once! If that sounds chaotic, that’s the point!
Journeying and Downtime can also benefit from pacing decisions. Journeys can be played out with daily details, or handled in a narrative way with perhaps time for a few questions asked. Montage is an often overlooked and under appreciated tool in adventure gaming that can quickly advance the narrative and perhaps allow players to interject something into the game session revealing some aspect of their character’s personality.
Whether played out via role play or handled briefly with a few questions quickly answered and a few notes hastily recorded, downtime can accomplish the goal of being a relaxing respite from action or if quickly handled can allow the characters to resume more active roles.
The referee wishing to introduce more pacing options into their game will be well advised to discuss the matter with their player. Players have an expectation that the game will proceed along using consistently established procedures. Varying the methods of play may seem arbitrary and inconsistent to players if they are unaware of why things are changing. Such a discussion can potentially alleviate trust issues and conflict between players and referee. Trust, being the basis of a role-playing group, is worth protecting.
No comments:
Post a Comment