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Unprepared (lemmy.world)
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[-] jjjalljs@ttrpg.network 5 points 1 day ago

I don't always run a timer, but it is a tool in my box.

Mostly it comes out when I feel like the players are spinning their wheels. Like, they know they need to get into the server room on the 10th floor. There's a front door with security, a back door with an alarm, etc. The players are just going round and round with ideas but not doing anything.

I'll say "I'm starting a five minute timer. If it hits zero, something interesting will happen".

If it hits zero and they're still stuck, then as foretold something interesting happens. A rival group rolls up and firebombs the entrance before heading inside. A security drone spots them and is calling the cops. Whatever. Something that forces them to act.

In combat rounds I sometimes do the same, but only if it feels like they're not making progress. Maybe it's a little rude sometimes, but I value keeping the scene moving forward. I don't want to keep spending three minutes on "should I move? How far can I move again? Is there a range penalty? What if I use a spell first can I still shoot?" stuff. Especially if it's rules minutia they should already know.

The amount of times I had to remind an old group's bard that yes, in DND 5e you can move AND take an action was too high.

this post was submitted on 20 Dec 2024
125 points (99.2% liked)

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