SheepishEidolon |
Hrm, pacing is a topic that seems barely covered, so it's good to see a thread about it. I assume you are talking about the speed of story advancement.
1) Personally I don't mind little story advancement during a session. However, no advancement at all feels a bit like wasted time. Yeah, it's all about fun - but the feeling of advancement is an important part of the fun to me.
2) As a GM I try to avoid pushing my players into the action. If everyone stops talking and awkward silence emerges (luckily a thing of the past), I will make sure something happens. Otherwise I give them as much opportunity as possible to keep going by themselves. Which can result in a rather lame session, but they will notice and be more active next time.
As a player, it's more simple: I will start to act, even it's not always wise to do so. There is an old bridge, looking dangerously fragile, and nobody dares to just enter it? I will.
3) As a GM, I usually have to slow down my players when they finally encounter the local boss. They are eager to get into position and talk to them, so I sometimes have to rewind their positions and let the villain do their speech, ignoring the PCs' comments for a moment. I try to keep it short (a sentence or so), but I think any important villain deserves their speech, so I will enforce a certain kind of pacing here.
Sysryke |
I feel like this is a tough abstract to wrangle. We're all aware of pacing, but preferences differ from player to player and game to game. If you've got both explorer/investigator types and instigator button pushers in the same group, somebody is always going to feel rushed or held up. I'm honestly not sure if there is a "best" choice here, but my first instinct is to say don't try and speed things up too much, or you can run into a railroad situation. If time is important, it needs to come acacross a story element. Not sure about any of this completely. Good question though; it has me scratching my head.