Recently I've been watching some RPG Blender actual play of Exalted 3E and I've noticed something about a few episodes or scenes - there was basically little of note happening in them! You could summarise entire scenes or hour long episodes down in a sentence or two and not lose much. As someone that is also a part of an actual play group I think there is something to be learned here.
It's time to talk about optimising air time!
Disclaimers
There are a few important disclaimers to get out of the way before we start.
First of all, I understand this was a fan project and should be judged accordingly. I am thankful for the effort the cast has put into entertaining us with their stories, but there will be some criticism of the podcast present.
Secondly, any criticism made against the characters portrayed or how the game played out should not be held as criticism or insults of the game master or the players. Not everyone is perfect and sometimes something doesn’t work out or falls flat in execution. It’s important to keep the art separate from the artist and focus on the former without being disrespectful to the latter.
Thirdly, since I’m also a part of an RPG Actual Play Podcast that features Exalted games, I might be biased towards one interpretation and way of handling things in Exalted that might not agree with how others view and play the game, that’s to be expected. That and some might see criticising other podcasts a conflict of interest or something, so here is your disclaimer.
With that out of the way...
The offenders - idle chat, planning, combat and downtime
So here is an overview of the kind of situations I noticed are just "filler" in the episode, in a sense that you could cut them down or out without losing much of the story.
In
Season 1 Episode 1 Welcome To Nexus the second half of the episode boils down to "buy supplies, go down a sewer pipe, dodge molten metal that barely does harm to you, find some tracks and follow them". This takes a good half an hour to get through. Sure, part of it is due to the group being new to the system (they only ever played a one-shot of the system, and Exalted 3E is a bit of a dense game), but the other part is everyone in the party interacting with the same tracks (looking at them, smelling them, tasting them) while mostly chatting idly and repeating what the GM told them.
In
Season 1 Episode 11 Freedom For Arvia the second half of the episode consists almost entirely of the group planning what to do next, going over their options for where to turn in their quest basically.
Season 1 Episode
8,
9 and
10 are almost entirely made out of one extended fight.
In
Season 1 Episode 13 Perchance to Dream the players describe how they spend a week of downtime, day after day, which boils down to "get paid, do a research in a library, talk about the dream they are having, steal some things, tail someone and do some training".
So let's go over the concepts one by one.
The idle chatter is a bit of a difficult one to avoid. You want your players to be talking to one another and engage with what is being presented, since that is a step up from players being rather passive and not filling the airtime. But on the other hand, if they are already good about creating enough content, you don't want everyone commenting on everything that's going on. If someone is focused on finding a trail, the spotlight is on them to lead the group to follow them. It's their time to shine and have the spotlight! Heck, Exalted 3E even incentivises you with a Role Bonus - you get XP for letting others have a spotlight and being cool according to their character concept:
Over-planning is one of those problems a number of more modern RPGs try to solve. It's a hard habit to break - players want to make optimal decisions and they want to anticipate problems that might arise, but that not only leads to overly-cautious play, but also a lot of air time devoted to chatting about the things you're going to do rather than doing them. Heck, in our
Princes of the Universe game those things would even end in a deadlock because players couldn't agree on what to do, or didn't like what others wanted to do. It fostered an attitude of "just do what you want, since the group is more likely to forgive you after the fact since they won't care anymore than agree to let you do it in the first place"...
But at any rate, this kind of planning and deliberation not only takes a good deal of time in the game, it's also not that terribly engaging in comparison to the players actually doing something. It would be much more productive to develop
some trust between the players and the GM and speed things along. Players shouldn't deliberate too much on what to do next, and the GM shouldn't punish them for acting without considering everything. Heck, it's more entertaining when not everything goes the way the players wanted and there is some obstacle to overcome, but those shouldn't be seen as a punishment but as a cool action scene you get to do.
Combat being slow is unfortunately the staple of Exalted 3E and many other systems, so it's kind of unavoidable. Heck, in
one of our own episodes we spend like, 3 hours doing a fight that amounted to like one or two cool situations. There is a good deal of back and forth in Exalted combat, which is not helped by players being able to "stunt" their defence (cinematically describing how they counter an attack to get a boost to their defense). In a pre-recorded game, ideally you'd edit out a lot of the pauses, rolls, rules lookups and all that, but it can be a bit of a problem for streamed games.
Unfortunately, there isn't a great time saver to be had here unless you'd switch out what game you're using, which might not be the option for every group. Save that, maybe you could try optimising your game to speed things up a little. Maybe limiting the amount of combatants in a fight, maybe cutting down on some stunting (like, assume everyone gets a stunt so people don't have to describe how they parry a sword with their sword for the 20th time), etc.
Downtime, on the other hand, is something that can use a good deal of streamlining. Players should come into it with a purpose - what they want to accomplish. Based on that, everyone could get a scene where they do just that and focus on that being a cool moment, rather than switch between one player and the next every minute as they incrementally do what they set out to do. Give them
some time slots. Heck, give the players a heads up that they will be doing a downtime and ask them to come up with interesting things they'd like to do ahead of the session so you'd come into this freeform time knowing what cool stuff will be going down!
Part of the downtime in RPG Blender that make it a little longer was also down to calling for some rolls that didn't need them. The big goal of that session was figuring out a vision the characters were having - where in the world is it located. That was accomplished by paying for a library access and two characters bunkering down to study it over the course of multiple rolls. The thing is, this was basically a start of a new quest for them, so from the narrative perspective, the players couldn't fail to find the location otherwise the entire quest couldn't begin. This makes it so strange why they were rolling to do the research, other than it taking up some time...
How other games streamline this
It's one thing to talk about some lofty theory on what to do and another to point out some systems that are already solving these issues. So let's talk about
Fellowship!
Lesson one - supplies. In Fellowship you don't generally buy gear, your character comes with a gear list you pick from during character creation. The game knows you're an adventurer, so you have the basic supplies that don't matter for the story (something to sleep on, clothes, all that jazz). If you need a piece of gear to solve a problem (like a climbing rope, a ladder, some consumable tool, etc.) that's covered under Useful Gear:
So bam - no shopping is needed, if you want to come prepared make sure you have Useful items, no need to plan anything specific. Easy peasy, squeezed lemons.
Lesson two - working together. In Exalted, if multiple people are working together, first person rolls a check and the number of successes are added as dice to the next person's roll. Also, since this is Exalted, both of them will be stunting to describe how they are helping and so on and so on. That's like twice the amount of descriptions and rolls than you need. In Fellowship that's Bond That Bind Us:
People declare they are doing the same thing together, only one of them rolls, but adds an extra die to the roll and everything's easy. You don't have multiple people doing the same roll, but cooperation is still useful. Easy!
Lesson three - failing forward and investigation. Fellowship very much wants your game to progress,
even if it is through failure. So when you are examining some clues or doing some research, you will always learn something, even if it backfires in some way. This ensures there is no gridlock in the game because the players roll badly and fail to get the clue they need to unlock the next step of the quest. This is done through Look Closely:
And of course, if you have other people helping you with the research, you use The Bonds That Bind Us so only one person rolls even if multiple people are contributing and so on. It's more efficient!
Lesson four - combat. In Fellowship, the combat isn't turn by turn, but more flowing. The spotlight is on you, you continue rolling until you fail and get into trouble, then the spotlight goes to someone else. If you're not saved from your consequences by the time the spotlight comes back to you, you have to deal with it yourself, usually by taking the hit. This basically means there will be less moving the combat beat by beat from player to player, but having more action scenes going down one after the other.
Lesson five - downtime. In Fellowship, this is a structured activity called A Little Downtime:
This covers doing research, training, having some other cool moments over the course of time passing and so on. It usually takes only minutes though, after which the group accomplishes what they need so they can get to their next objective. Sometimes to deal with a situation you have to "spend" enough scenes of the Downtime addressing the issue. It's still simple and efficient (and ties very neatly into a long rest, healing up, changing gear and how the BBEG progresses their evil plans, but that's a story for another time when we discuss Fellowship in more detail).
Conclusions
When you're creating an RPG stream or an actual play, you want to come into the game and every scene with a direction and a purpose. You want to entertain your audience and respect their time. Chatter for the sense of chatter shouldn't exist - you want to have scenes that further the plot, explore the characters, entertain, world build, etc.
And if you can pick games that streamline the game, or at least steal some good ideas from them to help you with your game, all the better ;).