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The two most difficult things about running D&D
There are two aspects of running a Dungeons & Dragons game which often cause problems for a DM, and for the group as a whole:
- Pacing. The flow of the game, and the perceived speed of a game session.
- Differing preferences. Differences in expectations and preferences about the game, often between players and DM.
Sometimes these two challenges collide when the pacing preferences of the DM and of the players diverge. This can lead to frustration, and in the worst case, to the untimely end of a campaign.
To be clear, I am not talking about the perennial problems of player indecisiveness or slow turns during combat. In this scenario, the players actually enjoy a different pace than the DM. It’s a difference in preference not a difference in competence.
Suppose, for example, the DM enjoys fast-moving sessions with lots of action and exciting combat. The players, however, largely prefer extended shopping trips, lots of inter-party banter, and detailed social interactions. The result can be frustration. A session can feel underwhelming to the DM, and players might be irritated if the DM becomes too “pushy” in an effort to pick up the pace.
What to do if the style our players prefer feels “too slow” to us as the DM?
Tip #1: Talk about it!
This might seem obvious but it is so important that it deserves to be the number one tip nonetheless. Communication is key. When we notice that the players’ preferred pacing often seems too slow for us, we can address the issue head-on. Ask the players, “How do you perceive the pace of our D&D sessions?” Listen to them, take note of their perception, and let them know how you feel: “I often feel like our sessions are moving too slowly. I really enjoy a faster pace with lots of action.”
By communicating the pacing preferences of the DM and the players openly and honestly, we create awareness of each other’s expectations. We can then try to find common ground, or come up with a compromise. Maybe players increase their pace slightly, or we can try to alternate between slower and faster sessions.
Tip #2: Accept that the DM cannot control pacing by themselves
It’s not a failure of our DMing if, at the end of a session, we haven’t reached the point in the story we anticipated. This is especially true for longer-running campaigns where we can just pick up where we left off in a following session. For one-shots, a “pushy” DM can actually be more necessary.
In the case of a multi-session campaign, however, we, as the DM ,do not control the pace of the session by ourselves. Focus on the most important thing: That the players are having fun. We can enjoy the moments of inter-party roleplay, and the slower pace of a session if we can appreciate the fun the players are having in these instances. If we can lean back, watch the players talk, smile, and laugh, we can make peace with our slow players. If it helps, we can claim some credit: The players are clearly enjoying the game, so we must be doing something right.
Tip #3: Make goals and rewards transparent
If we do want to pick up the pace of a our game without dragging the players along, we can give them an incentive to move the game ahead. We can reiterate a goal the party has, and remind them of the reward that is tied to the goal.
For example, we can remind players during the game that the dragon Abraxistar was seen flying away from his lair in a nearby dungeon, leaving his hoard of gold, gems, and magic items largely unprotected. Most players will not want to spend much more time talking to shop keepers, and random drunks in a tavern if they know “easy” treasure is waiting for them just outside of town.
We also don’t have to be coy about this. We can make goals and rewards explicit. Matt Colville suggests to listen to player character motivations, and then write down a goal of theirs on an index card along with an appropriate reward. We can hand this card to the players. If players can expect rewards, and it helps us realign our diverging pacing expectations, we don’t need to worry too much about breaking immersion.
Manage different pacing preferences
The two issues of pacing, and diverging expectations are a lifelong learning process for any DM. They converge when players and DMs prefer a different pace in their D&D game. The result can be frustration, resentment, and the end of a potentially great game. What can we do?
We can talk about our different preferences openly and honestly. We can make peace with the slower moments of the game by appreciating the enjoyment of our players. And we can make goals and rewards transparent to incentivize even “slow players” to move the game ahead.
Most importantly, however, we can realize that this problem is most likely no one’s fault. Pacing itself is difficult, and everyone at the table has different expectations and preferences. It is the task of the group as a whole to appreciate these challenges, and work towards creating a fun D&D experience for everyone: DM and players alike.
Related Illusory Script Articles
- D&D Pacing Tip: Think from the Ending
- Pacing D&D Downtime Sessions by Zooming In
- Letting Go: A Moment of Revelation for Dungeon Masters
Links & Resources
- Matt Colville: “Toward Better Rewards” – https://www.youtube.com/watch?v=zwpQwCWdhL8
- Robin D. Laws: Hamlet’s Hit Points – https://www.drivethrurpg.com/product/83450/Hamlets-Hit-Points – Laws applies the concept of emotional upwards and downwards beats to RPGs and provides an incredibly insightful guide to pacing D&D games.