The Dresden Files > DFRPG
"Put them on the Clock"
Bosh:
What's more important than a specific timeline is giving the players a sence of ugency that bad stuff will happen UNLESS THEY START DOING STUFF RIGHT NOW!!!
mrsleep:
I've have a friend who had to resort to an egg timer with his players. It was a little different situation. The players frequently dithered or argued without their characters doing anything.
When I ran a game (with some of the same players) I ended up having the characters miss actions (skipped their turn) if they couldn't make a decision fast enough. I know this sounds harsh, but you don't need to take five minutes to decide which fist you're going to use to hit your opponent every time.
iago:
"On the clock" should exist as a story pressure first, and as a social pressure only distantly second, IMO. The point is to rationalize there being a short amount of time to make decisions in character, and then to use that pressure to keep things from stalling out around typical time-wasters such as the "shopping trip" or the "session long no-actual-plan-coming-out-of-it planning session". In the DFverse, it's also important simply because some problems can be solved with thaumaturgy + enough time. But when does Harry have enough time? (Granted, thaumaturgy needs the right material components in order to be possible too, so that's as much of a limiter as anything. No blood/hair from the bad-guy, there's only so much you can do no matter the amount of time, etc.)
paulWTAMU:
Not a DV example but the GM used to use a timer during certain circumstances in my oWoD games. Particularly during pressing situations--"OK guys, that PO'd tremer is working some blood magic. You've got about 5 seconds to do something or you'll probably die. Or wish you did." I don't think anyone ever actually died from stuff like that but my character lost an arm for a while from dithering too long in a gun fight.
Another, longer term version is only getting a certain number of sessions to deal with a plot point, although extra sessions can be added depending on what's done. Say, for instance, again using a oWOD example...there's a potent vampire in town, maybe 5th generation, whose up to trouble. The characters get X time to get rid of him/expose him/whatever or all hell breaks lose as his plans come to fruition...but smart actions by the players can extend the time. Say...we a construction crew bulldoze whatever building he's hiding in during the day, or thwart a few of his initial plans.
Cajun Guy:
When running horror based (lately Deadlands) countdown usually 5 or less to say what they do based on the circumstances. Anyone who doesn't react fast enough is flat footed for the event. Players seem to like this if it is used sparingly. It heightens the urgency in a given situation. Sometimes you can't take all day to mull over the rules and find an optimal solution. You just have to let it all hang out once in a while.
For example you are on a train at night and are asleep and then (insert loud scream) . It's pitch black and the screams of terrified passengers reverberates though the walls from the next car. What do you do? 5...4...3..2...1...
One guy said he slept in the nude. Makes for an interesting scene. It is amazing what people will and won't remember under pressure
Cajun Guy
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