Pacing in long term campaigns

By Inquisitor Tremayne, in Game Masters

How do other GMs handle pacing both on a macro scale (over a campaign) and on a micro scale (on a session scale)?

My players tend to endlessly debate courses of action. Even if I pin them down to a single course to try and move forward they sometimes start the debate again. We play over roll20 so I am wondering if it might be because we aren't at a physical table. How do you handle cutting them off and just forcing them forward in such a case?

"soft" move --> "hard" move

Make something happen that forces them to act. Basically, you can give them something to react to (soft move) and if they don't, that something acts on them (hard move).

The other thing is to encourage them to adopt the "yes, and..." approach so that they don't block/negate each other's actions.

Personally, I find pacing to be one of the biggest issues in campaigns.

What if they are in/on their home base planning their attack (for hours of real time)? I want to move the plot forward not offer distractions and eat up more session time.

Move the plot without them.

They can plan all they want, but game time should be play time. Ask them to do extensive planning outside of game time. If there isn't anyting happening that is interesting, prompt them to move on.

Be explicit that this is becoming an issue and you want more action.

But do not punish them for not planning everything perfectly. If they are over planning because of your GM style, you need to either accept the amount of planning or be more flexible.

Edited by Tear44

... Could you try ending a session with the briefing and tell them to have a plan to present starting next time?

Have a group of stormtroopers or Black Sun thugs or Corporate Sector enforcers or ISB Agents kick in the door and start shooting!

It's very rare they should be able to take the time to discuss what they'll do especially during the game itself!

On the micro scale I find that when my players are spending an inappropriate amount of time talking/planning that moving the clock on them really will get them moving.

I.E. "You started discussing your options around three in the afternoon, (after 5-10 mins of discussion) it is now 4:45 and you know the shipment you need to steal comes into the star port at 5:30.

Yes the real time-game time ratio is a bit skewed but my players will sometimes chat a plan to death instead of executing it (I'm normally the "take-charge, a wrong action is better than none" player in our other games) so giving them none too subtle reminders that time is moving forward without them is usually enough to get them going