Thursday, September 17, 2015

Time Management and Game Mastering


Taking a Moment

When you are running a game you might feel pressure to keep everything running on time. You might feel like you have a responsibility to be fast on your feet and to keep your players' attention. It may become difficult as you find yourself trying to fill the silence with a steady stream of patter and dialogue. But you really shouldn't worry so much. 

The number one rule of time management in game running is slow down when you need to. Focus on quality, not quantity. Take a deep breath, organize your notes, break down the purest essence of what you are trying to convey. Your group will be engaged and on board as long as the material is interesting and they are making progress. You don't need to rush yourself with descriptions or adjudicating the rules. If you find yourself stammering and trying to fill space, give yourself a little time to collect your thoughts. Then present only the information that is important to your players. 

Don't be afraid of silence. It may go quiet as you shuffle through your notes, but that's okay. As long as you maintain your confidence and positivity there is nothing wrong with a lull at your table. You can even let the players know they may converse among themselves during such a moment if you need some more time. If you are talking because you feel pressure to talk, you will not be at your best. Only speak when you feel ready and composed to deliver a new piece of information to your players. Even video games have "loading screens" between levels, your players won't mind the pause if it means you can bring high quality game mastering.

This technique will also save you from second guessing yourself or making mistakes you have to correct later. Think for a moment about what you really want to do in the scene. Make your words count. Focus on economy of speech, that is using less words to convey more. Sure, you can always throw in some flowery vocabulary and fancy imagery, but let every word count. Try to minimize speech crutches such as "like..." or "Umm." Do your best to always say only what you intend. It sometimes helps to develop a special speaking voice for game mastering, adopting a unique tone and meter that will help you maintain a steady rhythm in your speech.


Running on Time
Art by DC Comics
It is useful to keep a timer or clock within view as you run your games. Your time measurements don't have to be exact, but you should have a general impression of how long certain parts of the game should run. This isn't to rush your game mastering, but to control the duration of particular scenes and portions of the game. If you find your group is spending an hour or more on a simple encounter, you may need to take action to correct that. There are a number of ways to end an encounter early that can be implemented in order to speed things along. Keep an eye out for player fatigue and remember that it's okay to use an 'out' to keep things rolling. This is especially useful if you ever end up running games at conventions or public events. 

Then you will also need to budget slightly longer breaks to consult your notes, take a breather, and assess the current situation. You might want to use timer set for of a couple of minutes for giving yourself a break to organize your notes. 

Referencing the book should be a rarity and, if possible, avoided entirely. Nothing bogs things down like flipping through a book for a particular reference. Better to adjudicate your own call on the rules and resolve to look it up later. If you do this, let the players know that you are using a stop-gap measure to keep the game running. As long as you let the players know that you will correct the rules later, it shouldn't be a problem to implement a temporary solution and move on. Keeping some more common rules references on hand or recorded on a GM screen is one way to cut down on this problem. Once again, this principle is essential during convention gaming and public events.

For longer running games, the mid-session intermission is also important. It gives players a chance to visit the bathroom, as well as stretching their legs. Hours of play without a break of at least five to ten minutes can leave groups burnt out and creatively exhausted. It is usually beneficial to declare a break about midway through the session, preferably after a significant milestone or just before a climactic scene. This gives players something to think about and plan for, building anticipation for the game's second half and giving you time to relax and get your affairs in order. My games often run three to four hours, with a break at the two hour mark.

If you can put these basic principles into use, you will be able to run a relaxed and ultimately enjoyable game. Just as with most endeavors, it is better to be efficient than fast. Remember to make sure your players are comfortable with the pace of the game and adjust it accordingly by simplifying or expanding certain scenes. Figure out how much time you need to keep things running smoothly and allow for it. And above all, have a fun and enjoyable time as you share the experience with your gaming group.

Happy ventures!

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