Hey, Luke Hart here!
I don't know about you, but in my D&D games sometimes it seems like decision making can
take FOREVER.
And the more players you have, the more they'll analyze every option and agonize over which
is the best decision to take.
Now, in one respect, this is a GOOD thing because it means they are engaged with the
game and the story and they want to take the best course of action – the course of action
that leads to success.
However, there reaches a point where enough –
Is enough.
[Jim Bob] Look, we can't just go in the front door.
They'll expect that.
[Alexis] We should sneak in the back!
I have proficiency in thieves' tools!
I can pick the lock!
[Timmy] No, that'll never work.
Clearly there is one good solution here, and that's to go to the War Wizards and they
will teleport us into the guild hall!
[Timmy deliberately wipes slobber from face.]
[Timmy] And that's what we should do.
[Jim Bob] No, no, no!
It will not work!
[Alexis] Look, you guys, you have to trust me on this one.
If we go in through the back, they will never expect it.
It's the most logical thing to do.
[Timmy] I swear, I get so tired of you guys and your really dumb ideas.
[Jim Bob freaking out.]
Hey!
You!
We can't just – That's insane!
No, that's just not going to work.
[More freaking out.]
[Alexis] Everybody's guarding the front door.
Who's in the back?
Who do you think is in the back?
I'll tell you who's in the back: the kitchen!
The kitchen's in the back, and inside the kitchen are the cooks.
And the cooks are not armed.
What do they have, cleavers?
Are they really going to attack us with cleavers?
No!
[Timmy] This is the stupidest thing in the world.
No, you're going to blow everything up with lockpicking, Alexis.
And, Jim Bob, you're a moron!
Go through the front door?
You guys are idiots!
The best thing to do is to use magic to get in there.
We go to the war wizards over there, and they can teleport us in there, lickedie split.
[DM] So….what do you want to do then?
[Jim Bob] No!
This is not going to work!
[freaking out] [Timmy] Remember that time you tried to pick
a lock on something?
It was on a chest.
And you know what happened to the chest?
It blew up!
So clearly that's not a good idea.
[Alexis] You don't have to worry about that.
I'm telling you, if we go into the back, I will pick the lock, and everything will
be okay.
Why won't you listen to me?
[Timmy] No, we're not going into the front door either, that's just dumb.
[Alexis] Don't talk over me!
Listen to me when I'm talking to you!
[Jim Bob] Oooooohhhhh!
Is that enough B-roll yet?
[DM, dumbfounded, staring alternatingly at players.]
I mean, at some point, the DM has to step in right?
Because if he doesn't, the players can go on like this for a long time.
A really long time!
I once watched a game session here on YouTube where the players literally spent – and
I mean literally in the literal definition of literally, not the figurative definition
of literally – whatever that is.
The players literally spent two hours discussing among themselves if they were going to make
a deal with the bad guy or fight him.
And here's the thing, only two or three of the eight players were actually engaged
in the conversation.
The other 6 or so were quiet almost the entire two hours.
And I imagine the dialogue in their heads was something like, "Gee I wish we could
do anything – anything at all! – besides sit here talking about this."
My mind was blown away by this, so I posted a comment along the lines of, "Hey DM, why
didn't you step in and do something to speed things along?"
His response?
[odd voice] "That's just part of the game."
(This is my dumbfounded look.
Like it?)
I don't know.
That just doesn't cut it for me.
I maintain that a DM should not allow decision making to dominate table time.
There are too many other parts of the game that are much more fun to let decision making
unnecessarily eat up your table time.
There reaches a point – and you'll know it when it happens – that a decision – any
decision – needs to be made in order to move the game forward.
And you'll know when you're there.
It might be five minutes.
It might be fifteen minutes.
It might be a half hour.
But when you get there, it's time to do something to move the game forward.
So, this is what I do in my games when I feel the players have discussed their options enough
and a course of action needs to be decided upon.
Players in favor of option A roll d12s [dice clattering] and you add the them up.
Players in favor of option B roll d12s [dice clattering] and you add them up.
Finally players who want option C roll.
[die clattering] Whichever group gets the highest total wins,
and the entire party takes that course of action.
This method gives weight to the majority, but also provides the chance that the minority
will get their way.
It's not a perfect method -- But it sure beats sitting at a table for two
hours discussing what you should do next.
(another classic dumbfounded face – I'm good at these)
If you liked this video, and you want to support more of them, consider checking out my adventure
"Prisoners of the Drow" over on DriveThruRPG.
Link in description.
It's pay what you want, so you can toss me a buck or two if you'd like.
No big deal.
I've also begun work on the sequel to that adventure, "Into the City of Spiders"
where the PCs need to infiltrate a drow stronghold in a drow city.
I don't have a definite timeline for that, but hopefully I should have it done soon-ish.
So stay tuned!
Anyway, let me know in the comments how YOU handle players talking forever to make decisions.
Also, please let me know if there are specific topics you'd like to see me cover in the
future.
Until next time…
Let's play D&D! [catchy music :D ]
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