So in the campaign I DM there is a ritual that is supposed to take ⅔ of a year. Obviously, we need to skip most of these days, and some of the events deserve only a bit of role playing and that's it.
On the other hand, my players love to go into details, and it causes lags. For example they solved the mystery of a curse, got everything they needed to break it, and then it resulted in round by round PvP that soon got boring for everyone. I could have told them that this was a part of the story that isn't important. That identifying what happened and gathering ingredients was the interesting part. But I'd need to break immersion to do this.
Using my own advice, I plan to have another session zero and another grab on the Same Page Tool, but I'd like to have some ideas first, and I don't want to reinvent the wheel.
So is there any tried way to communicate to players that
this isn't the important part, don't use too much time on it, more interesting things are waiting to happen!
without breaking immersion too much?
I'm interested in saving real play time, not in-game one. Players are aware of time constrains, and in-game they are doing great to progress as fast as feasible.