"Before any counsel might be taken—whether we should press onward through the opened door, or else withdraw and be content... Warth strode forward without hesitation and passed between the doors..."
I wrote the above specifically because of a behaviour than one of my Discord players actively called out as the reason for not directly taking action: because they did not want to volunteer the rest of the party by compelling others to act in accordance with their actions. On the one part, I like that its appropriately assumed that if, like Warth above, someone just bulls forward, the party will step up from a sense of commitment, but on the other part I find myself bristling that a player would resist trusting that. It's a characteristic I don't see in my offline games... and it is a characteristic that causes parties to default to a place where they have to check and be sure first, in essence getting permission, before acting. Which demands that every step the party takes forward be first resolved by committee meeting.
Which makes it all the worse for being a bad strategy.
The problem with this character-action design is that requires the DM to reframe time to allow for a committee meeting to take place between the party members, even when that insertion of time is utterly irrational. A combat round in my game lasts 12 seconds, but even if it lasted a minute, it would not be long enough to account for some of the conversations I witnessed in our last session of combat. At present, with a new party, in a new game, with an uncertainty about the combat rules (though the party did extremely well with them), it's not reasonable for me to hold them accountable for unfamiliar decisions... yet. But soon enough they will know the combat system, and soon enough it won't be reasonable for them to have a discussion about who stands where or who does what this round or what the strategy is now that there are rats flooding up the stairs. Sooner or later, rationally, within the time frame imposed by the game, decisions by committee are not only going to be impractical, I'm going to have to take a stance that attempts to discuss will be complimented by forfeitures of attacks and other action. When called up to the plate, it's time to swing, not have another confab with the coach.
"A man stands alone at a plate. This is the time for what? For individual achievement. There he stands alone."
Thereafter, Capone goes into this whole thing about the team and being there for the team, culminating in a brutal murder but hey, spoilers, right? And Capone's point is made. But the reverse also has to be true. The team can field themselves the livelong day, pitcher, first baseman, outfielder, but if someone doesn't score a damn point on their own, then the best the team can do together is TIE. None of that is discussed in the film, it wouldn't make the writer's point, but it's just as true as anything the Capone character says.
This is how D&D is structured, however. When it's time for the player to act, to fight, to throw a spell, to leap across this gorge, the team cannot, by virtue of their location in the setting, by virtue of the action taking place in the setting, speak their opinions about what a player does with the character. I have not hesitated as a DM to tell everyone else to keep quiet, to put the player on the spot. I have not hesitated to state that the character fails to do anything because they have taken too long to act. This aspect of my game has not come up where I've played in text, because it simply wasn't practical. But Discord is closer to the real thing now and I'm not going to let time stretch forever.
Intuitively, in the physical company of the party, the need for pre-verbal consent diminishes. We trust our instincts. We're sure the party will approve if we just go through the doors without asking first. We're confident that they have our backs without needing to ask first. In fact, it's more than that, we feel that the zeitgeist of the group together is willing us to act without the wasting of game time a committee demands.
In a moment like this, where every D&D game wants to be, asking permission isn't just unnecessary, it's actively immersion-obverse. Asking first ruins the tempo, the tension, the thrill of the game as it spins forward. These things are what makes "flow" happen in-game... where the players cease questioning themselves, cease putting a wall between themselves and their character, even cease considering survival as functionally relevant to just moving forward in the compulsive need to do so.
Some players can't do that on their own. They can't "let go" of the grey of real life. But they can be pushed, and one way of doing that is by saying, "What do you do?" and then one time — it usually only takes once — saying to the player fighting to make up their mind, "That's it, your round is done," before moving onto the next player. It sobers them. It shakes them from their sense of "this is a game, nothing matters" into "fuck, if I don't pick it up, I'm going to get killed here."
I've seen this produce a "tunnelling" effect into players that is both upsetting and mind-blowing, depending on their character and the number of times they've experienced it. The term describes moments of extreme stress, threat, obsession or motivation where one's attention collapses to manage a narrow set of cues and actions. It is a state, which people report as one of clarity, urgency, even simplification. If the reader has ever experienced that moment where time seems to weirdly slow down at the moment of an accident, where every detail of an oncoming car, or the sense of flying through the air, is comprehended with unnatural perception, that is tunnelling. In real life, it can be dangerous; drivers can find themselves unable to pull their gaze from an obstacle they end up hitting, or pilots can find themselves so fixated on a single instrument that they fail to take action to save themselves... but around a D&D table, I assure the reader, it is quite safe.
The very idea that D&D can achieve this state of mind feels specious; some reading this will outright state that it cannot be so. Others, however, have experienced this and it is queerly the reason why they refuse to surrender this game despite the growing dearth of players. I have experienced it. Hell, I've experienced tunnelling while writing. I nearly always experience flow while writing.
For those experiencing either for the first time, it is like achieving an alternative cognitive state without doing drugs. In Nichiren Buddhism, the term is shakubuku (yes, where Grosse Pointe Blank finds it), meaning to "break and subdue." It forcefully refutes a person's interior beliefs in a manner that shatters delusion and compels acceptance for that which was formerly considered untrue. This is what's upsetting for many —it usually means that the lies they've told themselves for years just won't work any more. In D&D, it means that the other game that the other people play has in a flash ceased to be good enough.
As I'm a prick, I tend to carry out this approach in D&D. Not because I'm a Buddhist or a Taoist, but because I won't suspend my privilege as a DM in attempting to impose this spiritual kick to the head. I'm ready to be fair, to not use my privilege to gain power over my players, to not fake dice or cheat or assume I'm my player's keeper. But, as a performer, if I can make you, the person, feel something through your engagement and attachment to the character you're running I will.
Time, as a game rule, is on my side in this. While party commitment by committee is not. As a DM, I will not hesitate to use time, real time, to create tension, discomfort, fear and their compliment emotions control, resilience and bravery, to produce an experience that a movie can't produce, that a book can't produce, that a VR table can't produce... and that the whole WOTC, for all it's money and influence, hasn't even heard of.
This is what makes this fun for me.
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