[RPG] Is it fair to press the players for decisions during combat

combatdecision-makinggm-techniquessystem-agnostic

My group tends to over-analyse during combat, which slows everything down.

I press upon my players to make their decision and roll the dice quickly. My players are all experienced in the system and I rarely provide a description that is inadequate to make their decisions. I get the odd question, but it usually precedes something daring outside of the system – which is fine by me.

If a player takes too long, I skip their turn – assuming the character is doing something 'sensible' but not taking positive action. This is understood by all as the way it is in our group. As far as I know they find this way fun but we have a polite group that would roll with the punches.

However, is it fair to force the players the make decisions quickly in this way? Is putting pressure on them a reasonable request?

Best Answer

Combat needs to move. It's the most detail packed in the least in-game time most systems have to offer. And yet it's also (usually) supposed to feel fast-paced and action packed.

So yes, it's perfectly acceptable to hurry players along to the point of skipping a turn. It's even a rule in some systems. Here's an example from the Star Wars RPG (although I believe similar rules exist in some editions of D&D, and other games):

Speeding Play. [...] Don't let a player hesitate when it's time to decide what to do. If the player is dragging his heels, count out loud to three -- if you get to three and the player hasn't decided what to do, the character hesitated and can't act that round. Go straight to the next character.

(Don't be too strict with new players: give them a chance to get used to the game. It's also bad form to allow a player's character to be killed after he or she was skipped...)

There are some exceptions to keep in mind:

  • Complex situations demand a bit more lee-way. If there are a lot of enemies, tactical terrain, or special abilities being thrown about players will want some time to absorb that.

  • New players (and players with new classes/abilities) should be given extra time.

  • If your group is more hack-and-slash, you can allow a bit more time for combat. This gives people more of an opportunity to enjoy the strategy and mechanics of the combat.