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24

As Marshall said, you need to find out why John takes so long to choose an action. There are several possible reasons, and each calls for slightly different handling. 1. John is nervous, shy, or otherwise has trouble speaking unless prompted. In this case, the best thing you can do is to have a set of verbal prompts to help him convey his actions quickly. ...


21

Well, Rope Trick descriptions reads as follow: The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (“planes”). Well, what is an "extradimensional space" then? A number of spells and magic items utilize extradimensional spaces, such as rope trick, a bag of holding, a handy ...


15

Yes.... and No. Your confusion is about how timing is handled in RPGs. Typically the 6 second rounds only are used during combat or other time critical events/encounters. In the general course of gaming, you dont need to specify what you are doing in every 6 second block. Sometimes you act in 'real time' when conversing with an NPC (though perhaps not so ...


13

You don't have to spend much time at all in order to make travel matter. Two major ways: Yes, use the random monsters. They represent a pressure that means the PCs must always consider the danger of the places they travel through, and prepare for it (or not, and occasionally suffer for it). They can also be springboards for new, unplanned adventures, which ...


11

Tracking time assiduously used to be a normal part of RPGs in the 70s and 80s, but it seems to have become a lost skill. The answer is to actually track the time as it passes in-game. Know how long actions take, and estimate other things in blocks of time. The players have a discussion about strategy? 10 minutes. They travel overland? Mark how many hours ...


11

Time is still handled as days, hours and minutes. Past that things get a bit more cloudy with dates tending to be down to the campaign setting being used, e.g. Eberron has 12 months, starting with Zarantyr, whereas Forgotten Realms has 12 months, starting with Hammer Eberron calendar Forgotten Realms calendar


11

So you only have enough time for either finishing off the adventure, or dealing with random encounters, but not both. Therefore any solution requires spending very little time. Simple Narration One acceptable way to handle it seems to be to narrate it away. It's entirely legitimate to narrate their travel through the wilderness and cut to the chase, so to ...


7

Usually one doesn't count the total rounds of a combat just to do it. You might be counting them because of spell durations or other specific reasons. In general you're concerned about overall passage of time because of torch and other large scale durations, which is why this rule exists, so players don't say "well that only took three rounds so we move on ...


6

Counters are a really useful tool. You give each player a (for example) red counter per ration they have, or other limited resource they need to spend every set amount of time. The DM gets 23 black counters that are each 1 hour, 5 blue counters that are each 10 mins, 9 green counters that are 1 minute each, and so on. Then when time passes you move a counter ...


6

Initiative and rounds are used only during combat or other situations where precise timing is crucial. Otherwise, time moves “narratively” – it may move faster or slower than the time you, the player, are spending playing. As for combat, a round is six seconds long. Remember, in theory you are playing as an actual person, who is actively ...


6

Those are round during combat. When you're in combat things slow down hugely and the action is tracked in detail at the resolution of rounds. You don't use combat rounds for just wandering around, looking at things, and talking to people. Elsewhen, you just play and time passes in a sensible fashion ("Ok, so you're going to take some time to research in the ...


5

Use it for drama without strictly tracking it Personally, I see things like that as book keeping, which is painful and boring. I would reference it repeatedly for the sake of drama. I would also use it to limit activities that obviously take a long time (No, this isn't the time to go crafting something or even resting and recovering). I would not try to ...


4

This really depends on the pacing of your group. Our heroic tier group of 6 PCs usually gets through 2-3 encounters per session (about 3 hours). However, our combats are usually fairly quick affairs rarely lasting more than 2-3 rounds. We have experimented with a 2 minute turn timer but it hasn't had much effect on play speed, we usually do without it as we ...


4

There are two methods that I see here. If your system has PC skills this is a great time for a non-combat skill challenge. for instance in D&D 4e we would use skills like nature and endurance to stay on a path or out of the way of wild/dangerous animals, and to have the stamina to continue. We would use things like Diplomacy, Bluff and Intimidate to ...


4

Travel time can be hard to make interesting. I'd say that you have two basic options: fill it with interim encounters or simply narrate the travel. Encounters on the road: the party could run a bunch into monsters like you mentioned. This is of course a valid option and a decent opportunity if you need filler combat, but remember that encounters don't ...


4

This may seem counterintuitive, but one thing I did that was both simple and efficient was to avoid getting too detailed about it when detail didn't really matter. If the scenario doesn't demand meticulous tracking of time, a ballpark figure will often work quite well and will save time and effort that you can put into more interesting parts of the game. ...


4

Don't let him think so long The suggestions to figure out why he is taking so long are absolutely great; there might be some underlying problem (my money is on analysis paralysis, possibly combined with distracedness). But personally I'm also of the opinion that you simply shouldn't let him take that much time. If he doesn't do anything, his character ...


4

If it is an issue for you and the other players, you certainly can introduce a mechanic to force the players to play on a certain time constraint. He is impersonating a character under pressure, it might be positive for role-play to feel the pressure himself. When players take too long to act, or I feel they are stalling, I usually give them in-game clues ...


3

I'd try to learn what makes him take that long. Is he introverted or not enough self confident? If so, I wouldn't bet pressing on him will do any better. I'd encourage him to speak out what alternatives he might be considering and help him make a decision. But, if you know he's just considering the billion possible outcomes, I'd first try something like ...


3

Talk to the DM The limits of what other tasks can be undertaken while crafting mundane items is unstated, therefore dependent on the DM. Guidance for the DM's house rules, however, can be gleaned from the magic items crafting rules here: The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for ...


3

A good answer for this isn't time in real time, but in how many rounds it should take. A typical combat should take about 6 rounds of combat. This is calculated because of action points, monster HP, player tactics, ect. If you go over six rounds of combat, the battle is either too hard or the dice are just being majorly unfair to the PC's and monsters. ...


3

In our latest campaign, we started out in Paragon tier. We have three players, one DM, and the DM runs a cleric to help out. Most combats are - to put it bluntly - excruciatingly slow. We tend to make it through two, maybe three combats in a six-hour session, and in our last session we made it through one (admittedly large) combat that occupied a good five ...


3

The "default" setting of 4e is an amalgam of many things with no precisely given names or constraints for things like names of days/months or how long any of these things truly are. You should look to a specific setting released for 4e for its own individual answers, but the 'base' or 'default' of 4e is for you to basically make up whatever you like, or pull ...


3

Use time Wilderness is anything but static. As hours pass, the sun continues its course. Some creatures go to sleep, others awaken. The sounds change. The air chills or heats, wind picks up. Nightfall makes travel different (Will they stop to camp ? Continue with torches or lanterns and risk attracting beasts ?). Also consider fatigue. "Realistically", not ...


2

Some groups and GM's do track time that closely. It's actually not that hard to track - just a tally mark per round. It's also useful to track rounds for other reasons: spell durations, mostly, but some other effects have limits as well. So, even if the average fight lasts a mere 10-20 rounds, tracking the number of rounds takes a tiny amount of space, ...


2

I once had a similar issue, and I used an egg timer. It had the desired effect, and I was able to disguise it. I don't think the problem player even had a clue that s/he was the reason for the timer being inmplementd. I presented it to the players as a tool to make combat more realistic. Since each round was 6 seconds long in the system we were using, I ...


2

My brother has a very similar issue, and in trying to get him involved in games, we've had to come up with strategies to help him respond faster. While I will try to keep this system agnostic, some of these will work better in certain systems, or rely on certain features of systems. Take what will work for your table. Note: My brother's main reason for such ...


2

From your description, it sounds like John is a new player since he doesn't know the possible consequences of his actions. If so, in addition to the above suggestions, I would speak to him outside of the game to see if you can help him. Maybe give him a tutorial about the game and possible consequences of actions (e.g., firing into melee or attacking a ...


2

I have used a number of methods for time keeping in the past. The most important thing is to announce the flow of time to the party. Most suitable to your case is to use a deck of cards. 13 x 4 = 52. So use a standard 52 card deck. Draw 1 card after every 15 minutes of action. When the deck runs dry, the volcano erupts. They'll see the deck counting ...


2

There is also some question of how the journey itself proceeds. Are the characters traveling to this dungeon for the first time? Are they journeying overland or is there a road to the destination? If there isn't an established route to the dungeon, then make the party actually navigate through the wilderness. Maybe they get lost. Maybe instead of walking up ...



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