You are viewing a single thread.
View all comments View context
2 points

The idea of a timer is that you already do that, so that you’re ready to go when yours comes up.

And I don’t know any GM who won’t give you a break from the timer if the person who went before you changed something huge. Like, if someone summoned a demon, you blew up a bridge, you get some extra time to work out a new turn…

permalink
report
parent
reply
-4 points
*

That’s not the point of the timer. The point of a timer is to cut off people taking too much time. As a side effect, people are pre-planning their turns so they don’t get cut off by the timer. The solution is the pre-planning, which does not need a timer, nor is it a guaranteed result of a timer.

There was a problem, and in trying to fix it, the DM created a second problem. The players then found the actual solution to the first problem to avoid the second. The DM then took credit for fixing the problem.

Do you remember that episode where Homer became Mr Burns’ assistant, and was so bad that Mr Burns became more independent so he wouldn’t need Homer’s help? It’s basically like that.

permalink
report
parent
reply
2 points
*

Wow that’s an incredibly snobby snobby answer, and I’ll just assume it just came out wrong somehow.

And honestly, I couldn’t agree less. I don’t want to make everyone’s problem that Sally Slowpoke isn’t paying attention or taking a super long time. I want them to fix it themselves.

Poking the next person creates a reliance, and worse, an excuse (“they didn’t poke me, how was I supposed to know?”), putting down a timer makes it clear that the onus is on you. If you didn’t pay attention, that’s your fault.

And I’ll go one further: I think it’s very disrespectful to make everyone wait while you read stuff that you could have read earlier. If you need to check the exact requirements of some obscure spell, sure. But if you need to look up Fireball for the 6th time this game and we all have to wait again while you do it, that’s kind of a dick move.

I run a 30 second timer before you have to start doing stuff. If you’re not finished, that’s fine, but you have to do a thing within 30 seconds. I don’t want everyone waiting because you didn’t prepare, when they all did.

permalink
report
parent
reply
-2 points

I can fucking tell you run a 30 second timer. This is absolutely the mindset of someone with a 30 second timer.

I find it interesting that you say “the onus is on [the players]” as a benefit, because the main problem you listed for actually talking to them is that they might say you were at fault if you forget. You want it to be that, if anything goes wrong, it’s only because of what other people did. You don’t want to be responsible.

And yet, something did go wrong becaue of your actions. You want everyone to have quick turns, so you set up a timer, and one of your players is using fireball over and over. As if it’s a default action they took due to being rushed. Like I said would happen in the first place.

(Oh, sidenote? Calling someone a snob, then insulting people for being slow or forgetful, is pretty fucking hypocritical)

permalink
report
parent
reply
2 points

This was a weirdly aggressive comment.

The solution is the pre-planning, which does not need a timer, nor is it a guaranteed result of a timer.

You cannot make players pre-plan. The timer encourages pre-planning, or at least rapid decision making on the fly. Both have the desired result of the game moving at a quicker pace.

It also has the benefit of creating an impartial tool for measuring, instead of relying on subjective “You’re taking a long time.” It is harder to argue with a clock. This is an advantage.

There was a problem, and in trying to fix it, the DM created a second problem.

What is the second problem?

permalink
report
parent
reply
1 point

I don’t really get how my comment is aggressive, since all I did was point out a type of problem GM. There’s a suspiciously defensive reply to it that tries to paint it as aggressive, but I disagree.

Yes, you can make players pre-plan. You nudge them.

The timer encourages speed by penalising a slow, methodical approach. You might avoid the penalty by pre-planning, or you might avoid it by taking a simpler action every time. Both make the game move faster, but one makes the game less fun, especially for players like me who enjoy a good shenanigan.

Why does it matter how much time everyone takes? Outside of an argument that shouldn’t happen in the first place, why would you need to know? Remember that everyone’s moving at a different speed because there’s a timer, so you can only measure post-timer, not pre-.

The GM tried to fix long turns by bringing in a timer. The first problem is the long turns, and the second problem is the timer. Pre-planning solves the problem of there being a timer.

permalink
report
parent
reply

RPGMemes

!rpgmemes@ttrpg.network

Create post

Humor, jokes, memes about TTRPGs

Community stats

  • 1.6K

    Monthly active users

  • 1.1K

    Posts

  • 5.7K

    Comments