Maginomicon
2013-06-20, 07:15 AM
Foreword
I want to run a fast-paced game.
By "fast-paced" I mean that the clock matters and it matters a lot. Entire scenarios require completion in a matter of in-game days or in some cases less than an in-game day. The time of day in-game matters for the purposes of determining environmental concealment, and the clock ticks by round-by-round with a consistent 6-second-increment 24-hour timer that's visible to all players during play. Out of combat we use real time taken with a stopwatch instead of a round-by-round timer.
Talking at the Table
I prefer to not tolerate issues arising from unproductive talking at the table, so I want to know what people here think about implementing the following house ruleset for fast-paced games in particular.
Stopping the Clock
A player can choose to ask that I "stop the clock" (pause the stopwatch) so that purely out-of-character topics can be addressed (such as asking what they see in-character, asking about game rulings, asking for information about another PC's abilities, etc.). They can also "stop the clock" to deal with out-of-game issues (such as going to the bathroom, making a food run, etc.). In short, when the clock is "stopped", only out-of-character information requests and out-of-game issues are allowed.
Stopping the clock partially exists to help eliminate the fact that people at the table often don't know what people on their team are capable of and often get the impression that everyone's trying to do their own thing instead of acting as a team. It also partially exists so that the group must politely pause the game whenever people have to temporarily leave the room.
Of course, I as GM stop the clock whenever I call for something out-of-character (like asking for a spot check), or describe something that would normally be instantaneous in-game (such as describing the results of a spot check).
"Flexible" Initiative
A player can ask that we roll for "flexible" initiative to slow in-game time down to a crawl. "Flexible" initiative means there's no initiative roll; everyone gets to have "a turn" speaking in-character but no one's allowed to take another turn speaking in-character without advancing the timer 1 round. (that is, after everyone's had a chance to speak in-character, the timer advances six seconds).
As suggested in the Rules Compendium, talking in-character for anything longer than roughly a sentence or so (~25 words, as the sending spell) is longer than a free action. You can say one sentence out-loud per initiative count as a free action, double as much as a standard action, or triple as much as a full-round action (this applies in combat as well, not just during flexible initiative). Thus, during flexible initiative, anyone can spend their entire turn saying roughly a paragraph in-character. Any communication that would happen in-game (such as tactical suggestions) must happen in-character (although not necessarily with funny character voices).
Of course, anyone can always "stop the clock" as mentioned above while flexible initiative is in use.
I want to run a fast-paced game.
By "fast-paced" I mean that the clock matters and it matters a lot. Entire scenarios require completion in a matter of in-game days or in some cases less than an in-game day. The time of day in-game matters for the purposes of determining environmental concealment, and the clock ticks by round-by-round with a consistent 6-second-increment 24-hour timer that's visible to all players during play. Out of combat we use real time taken with a stopwatch instead of a round-by-round timer.
Talking at the Table
I prefer to not tolerate issues arising from unproductive talking at the table, so I want to know what people here think about implementing the following house ruleset for fast-paced games in particular.
Stopping the Clock
A player can choose to ask that I "stop the clock" (pause the stopwatch) so that purely out-of-character topics can be addressed (such as asking what they see in-character, asking about game rulings, asking for information about another PC's abilities, etc.). They can also "stop the clock" to deal with out-of-game issues (such as going to the bathroom, making a food run, etc.). In short, when the clock is "stopped", only out-of-character information requests and out-of-game issues are allowed.
Stopping the clock partially exists to help eliminate the fact that people at the table often don't know what people on their team are capable of and often get the impression that everyone's trying to do their own thing instead of acting as a team. It also partially exists so that the group must politely pause the game whenever people have to temporarily leave the room.
Of course, I as GM stop the clock whenever I call for something out-of-character (like asking for a spot check), or describe something that would normally be instantaneous in-game (such as describing the results of a spot check).
"Flexible" Initiative
A player can ask that we roll for "flexible" initiative to slow in-game time down to a crawl. "Flexible" initiative means there's no initiative roll; everyone gets to have "a turn" speaking in-character but no one's allowed to take another turn speaking in-character without advancing the timer 1 round. (that is, after everyone's had a chance to speak in-character, the timer advances six seconds).
As suggested in the Rules Compendium, talking in-character for anything longer than roughly a sentence or so (~25 words, as the sending spell) is longer than a free action. You can say one sentence out-loud per initiative count as a free action, double as much as a standard action, or triple as much as a full-round action (this applies in combat as well, not just during flexible initiative). Thus, during flexible initiative, anyone can spend their entire turn saying roughly a paragraph in-character. Any communication that would happen in-game (such as tactical suggestions) must happen in-character (although not necessarily with funny character voices).
Of course, anyone can always "stop the clock" as mentioned above while flexible initiative is in use.