I'm a long time GM who is a storyteller at heart. Thus when characters wander through a city and try to haggle for prices I like playing that out. Now what I have observed the last year is that my pace is dropping and adventures take a REALLY long time to finish. I've now started a campaign with my RL group and 2 with my online groups where I would like to finish an adventure in them in under 6 months. Thus my question here if there are some techniques that allow for storytelling and fast pace or if I could change something how I do things.
As an example for the speed I'm talking about:
I've read a few adventures played on cons for star wars and WOD,... from what I know people play these in single evenings normally. I know for myself (and once even tested it) that I would need about 6 game sessions with a RL group to play those and almost half a year (aka 20-24 game sessions) for my online groups (text-chats). with each gaming session taking about 3 hours. The low speed is as I've seen that I manage to do only 1 scene per session (1 scene containing for example a short tavern part and 1 combat in pathfinder, or 1 short investigation part in wod,..)
An in play example (text-chat):
OOC-channel: All: A perception roll please
Ingame-Channel: As you enter the store you see that it is quite huge more so from the inside than from the outside. Rows upon rows of shelves stuffed with different things beginning from backpacks going over knives to skulls are on the ceiling high shelves which are all quite packed. Behind the counter an old gnome is standing who is just pushing up his glasses and looks at you his eyes narrowing "you got any money? The last -customer- didn't bring any" he almost spits that out.
Channel where only player B is: You saw some movement in between the shelves a humanoid figure is seemingly hidden in the shadows there as your group moves in to the shop, it seems to follow you guys.
For haggling I like to give players the chance to talk with those with whom they haggle and THEN roll dice (with circumstance modifiers representing how well they talked). In other cases for example dungeons I give the description and then ask the players what they do,...
As a note so far I only got 1 complain from one online group about the pacing. Also I'm not playing everything out....if the players are just on a shopping spree where nothing happens I'm just timejumping there forward.
So like I mentioned my question is twofold there: Are there any techniques/methods to improve pace when storytelling and what could I change to make the game more fast paced.
(also of importance there most of my players are "storytellers" and not "rpg" players. I'm not sure if the differnce in those two words is also in english or not but in my homelanguage there is a deep rift between those who say they are part of either group. IT is mostly about HOW they play the game. Thus if the story is in the middle or the rolling of dices. RPG players around here never haggle in words, they just say "I'm trying to get a better price" and roll dice while a "storyteller" begins "Oh you see there are some small fractures in the axe see?- points to the small scars- so it has already seen heavy use and probably will not be as durable as a freshly made axe how about you give it to me for half the price......" and then rolls dice).