The game pacing series begin — we start with the small, and move towards the big. First up: combat.

Combat is interesting because it is the most variable between games. Any given rulebook for a roleplaying game is likely to be a combat resolution system run wild — as such, if you have a particular view of how combat should work, playtesting a number of games to find the one closest to that vision is probably in order.
Of course, combat pace is hardly the only consideration there. Other concerns can lead one to play in a game with a combat system that is not fit the GM’s vision of perfection. This article does not consider this possibility — we will operate under the assumption that the rules you use are how you want most combats to go. If that’s not why you’re here, I hope you still find the advice below to be useful. But you might not.
Faster Combat
Why?
There are many reasons to speed up combat. There is always the practical “we’re running out of time, but this fight needs to happen” excuse, but better reasons can be found in storytelling: When the party is surprised (or surprises their enemies), everything should be mayhem — not cleanly plotted out on a board. You may want to construct a scene that shows the heroes how powerful they’ve become, dealing with what might once have been a formidable encounter with ease.
Certain games — fourth edition Dungeons and Dragons, for one — have a very tactical feel to their combat. Sometimes, for the sake of the story, some of these norms need to be dispensed with and combat has to become quick and dirty.
How?
First of all, whenever “quick and dirty” combat occurs, get rid of the miniatures and the tiles. They’re out.
After that, it depends more on the feel that you’re going for … a few suggestions:
Dispense with initiative. Go with the flow. Somebody’s character is faster, they go first. Somebody’s surprised? They go last. Have everybody say what they’re doing that round, and figure out how it fits together. Remember — every die roll and number comparison slows down the combat.
Everything hits. Want a quick, bloody fight? Make it hard to miss. Lower armour classes. Raise bonuses to hit. Things will get troublesome for somebody, fast.
Standard combat, sped up. Just want to make things fast? Halve the opponent’s hit points, and double their damage. Combat will take half as long.
Outside effects. Something in the environment (such as a fire) makes everything that much more frantic.
Description. As always, words are your friends. Make things seem frantic, brutal, or fast, and that will be the end impression — and feed into your players’ actions.

Slower Combat
Why?
Sometimes it’s important to have a long combat. It can be an epic battle, or a standard fight that unfolds in a very cinematic style — just as short combats can give a good whirlwind, brutal-fight feel, long ones can leave some fond, lasting memories. They just need to be long for the right reasons.
Before we begin on the ideas, though, there is one to avoid: making people miss. It will certainly lengthen the combat, but it is boring and frustrating for all involved. And now for our suggestions:
Stronger enemies. Perhaps the most evident, but careful choice of opponents is the most important element of a long combat. They should not be able to wipe out the party quickly, of course, but should also be able to take a long beating. If they can taunt the PCs and then escape just when the players thought their foe was finally vanquished … so much the better.
Bloodied bonuses. The terminology might be particular to 4th edition Dungeons and Dragons, but the idea does not have to be: Give the enemy combatants powers that come out when they are bloodied, or reach a certain point late in the battle. This gives the feeling of longer combat, even when it’s not necessarily so hard — it gets harder towards the end. The enemy just will not go down easily. Additionally, it can give the combat a more cinematic character if the enemy keeps coming back stronger than before.
Death scenes. If a PC (or major NPC) is set to die as part of the combat, allow a death scene in the midst of the battle. Time can stop for goodbyes, gloating, or whatever best fits the moment.
Description. Again, words are your friends. Be long and flowery. Describe things in a big way, and encourage your players to do the same.
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