I wish I could remember which thread it was that someone here wrote in a post about the way they keep the players from lingering and looting by having a time crunch. That is so brilliant, and so simple that I can't believe I wasn't using it to full effect. The idea was that this GM keeps the action moving by having the pressure of time be nearly Omni-present. This achieves a Star Wars feel and pacing, while also (I would imagine) keep scenes from bogging down. I normally use screen wipes for ending scenes, but the idea of having pressures to keep moving or keep acting had not occurred to me beyond what was just sort of naturally happening in the story/play.
If you are one of these GM's (or THE GM
) who uses this tactic, could you explain a bit how you keep that constant time pressure up? What are some of your standard mechanisms or story elements that you use to keep the players moving? Thanks for any help.