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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. ...


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 ...


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 ...


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 ...


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 ...


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

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

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 ...


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 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 ...


1

How I've always handled it: New player--you help them out. Experienced player--when it's their turn I expect an action or else a request for clarification of the situation. After answering a clarification I'll give them a little time to think. If they don't say what they're going to do in a few seconds they're delaying (including the change to the ...



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