this post was submitted on 20 Dec 2024
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[–] Susaga@sh.itjust.works 12 points 2 days ago* (last edited 2 days ago) (13 children)

I like shenanigans characters, where you always have a trick up your sleeves. I'm not a super-powerful D&D character in real life, so it will take me a moment to come up with those tricks and put them in my sleeves. As such, I think of turn timers as a problem, not a solution.

I saw advice which was just that, whenever someone starts their turn, give a nudge to the person next down the line. That way, they'll have more time to plan before their turn starts, and it's not like they were doing anything then anyway. Way better.

[–] Tar_alcaran@sh.itjust.works 2 points 2 days ago (9 children)

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..

[–] Susaga@sh.itjust.works -4 points 2 days ago* (last edited 2 days ago) (8 children)

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.

[–] jjjalljs@ttrpg.network 2 points 1 day ago (1 children)

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?

[–] Susaga@sh.itjust.works 1 points 1 day ago (2 children)

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.

[–] Kichae@lemmy.ca 2 points 21 hours ago

The timer also discourages kinds of interactions or engagement with other players that may actually be welcomed, entertaining, and appreciated. It also takes a significant amount of the responsibility of being a referee off the GM's shoulders - you know, that thing that they're actually charged with doing - and turns it over to a clock that they can just use as a cudgle.

It's the classic toxic nerd shit of turning something that should be a social encounter into a souless mechanical system.

[–] jjjalljs@ttrpg.network 1 points 20 hours ago

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

No amount of nudging will make some players do anything. Some players are obstinate and frankly not very good, but honestly the solution to "this player won't stop looking at their phone and their turns take forever" may be to remove them from the group.

Why does it matter how much time everyone takes?

I don't want to wait 5 minutes for someone to dither and dither and finally decide "I attack"

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