Quinn Murphy had an excellent podcast on downtime on the Infectious Enthusiasm cast. It got me to thinking about a thing I’ve seen happen a lot with traditional RPGs and how it can really hamper a campaign.
Good intentions and the road to hell
Let’s start with some simple motivations that make it happen, then I’ll define it.
- The GM wants to make the world seem real/plausible, and fill in detail where players ask for it.
- The Players want to explore the world/setting, and are looking for opportunity, danger, or information about it.
Ok, these are easy enough to understand, right? Pretty common motivations for many games.
Meandering Spotlight
Now here’s a thing that comes out of it; Meandering Spotlight. One or more characters go to do something that is perfunctory or a quick chore (“buy a new sword”) and the GM sets a scene. Maybe the GM sets the scene because they want to get a chance to add some personality to the blacksmith. Maybe they want to describe the town a bit more. Maybe it’s because it’s ingrained as a habit that the way things happen in game, are characters playing out events, therefore there MUST be a scene.
Ok, now the players are in a scene in a smith shop, and talking to characters. Clearly there has to be more to learn/to than “here’s 10 gold give me a sword” so they start looking around, asking questions. If this were a videogame, this is looking around a room, examining the decorations, talking with the NPC, checking if there’s anything neat hidden in the environmental storytelling. ”If there’s anything to interact with, it MUST be important” is a bit of it too.
…and the vicious cycle
The GM is happy to oblige and starts filling in details, since the players are interested. The players see there are details, must be more to learn, keep going. The GM sees the players are asking for more details, better fill it in, keep it interesting. The players see the GM keeps going, must be more to learn, better ask more…
40 minutes have gone by. For what should have been a brief scene, or maybe not a scene at all.
You have a Meandering Spotlight Vicious Cycle.
Now… buying a sword is an easy example, but this happens when players send characters to go for rumors, or try to dig up info in a group, and things where… the focus moves and time gets eaten up in interactions quite tertiary to the point of why everyone got together to spend 2-3 hours to play a game.
Back to downtime turns
One thing that the formalization of very gamey “turns” does is that you can basically shuffle chores or book keeping or similar things to a brief set of choices, dice rolls or whatever and avoid the meandering spotlight completely. If everyone knows this is how it works, you can keep more playtime on whatever the focus of the game actually was intended.
Cutting it short
The other trick is to simply cut it short by stepping out of the moment of the scene:
- “You get the tools and equipment. They’re solid build but nothing fancy.”
- “After a night of talking it up with the crowd at the bar, you find two leads on the case…”
- “The Mayor seems busy but did schedule you an appointment with an investigator”
And follow up with “Was there anything else you were looking to get/learn from this?” and either give it to them for free or make it a roll or something. (“Was the Mayor hiding something?” “Make a Investigation roll. …ok, you made it, he’s not hiding anything for the case you’re working on but he probably thinks you’re lying and might be the Feds.”)
I don’t have a full solution to the issue, since I think what happens is that people are having a great time in the moment, and it slides to “ok but not great” with everyone involved thinking this is “leading somewhere” and misreading the cues.
However, identifying the issue is the first point to stopping it from eating up all your time in play.
If you find my blog entertaining and valuable, consider supporting me on Patreon.
