I have been noticing that in a few of the games I have played in as a player the pacing of the game really sticks out to me as something that some GM's handle well, and others seem to struggle with or have a style which maybe isn't congruent with the players' attention. For me I think of pacing as being in one of four modes (that happen at different times in a session. not just one for whole game):
- Time Compression: Skipping ahead/back in time to get to a point in the narrative that is more important or relevant to the action/story. Used to skip tedious or uninteresting sections of the narrative.
- Fast: This is a sparse narrative description style used when the characters are moving through a scene as a transition to another scene or a more important part of that same scene. An example would be describing characters coming into a town and giving a few details of what they see but not giving details of possible interactions so that PCs will move to the point in the scene where something significant can happen. Sometimes players will switch Fast to the next mode (Slow) in order to gain information or to explore some point of description.
- Slow (Normal): This is the pace at which narration hits a balance between description and movement through the scene. The GM is usually giving details which are meant to be explored by the characters. A sudden combat usually occurs from Slow and thus jars the group into Crawl mode. Dialogue normally occurs at Slow.
- Crawl (Combat): This is the slowest mode of pacing and it involves great detail and ability to explore detail. Because Combat generally occurs at this pace, it is the pace that most players associate with action in the game space, and see it as the sign that something significant is happening. Some GMs make the mistake of using this pace too much and begin to trigger sensory adaptation in the players, or in other words the players begin to tune out as the GM indulges in describing the environment too much, or tries to portray the game in a minute-to-minute style.
Do you purposely use these modes or others in your game? How do you keep the time moving in your game so that you best keep the player's attention without going too fast or too slow?
Edited by Archlyte