Tuesday, August 26, 2025

Should Party Pace Be a Player-Facing Mechanic In More Games?

Should PCs in party-based roleplaying games – particularly fantasy dungeoncrawls – more explicitly choose their pace of exploration?

The following is implicit in how I adjudicate situations on the GM side, but it isn’t something that players historically see in a plainly stated way. I infer their pace from the actions they choose, and then rule accordingly. But I’ve been thinking about what it would look like if party pace was a formal, player-facing mechanic. 

I’ll mention advantage/disadvantage here as a shorthand, but equivalent benefits and penalties could easily be substituted for games that don’t use that mechanic. 

I’m certain this isn’t a brand-new idea. I’m sure there’s are systems and play styles that handles party pace in a similar manner. Pointers appreciated if what I'm describing is very close to something that is already out there.


Methodical. The party is moving very slowly, basically a crawl. 

Assuming ample light and no direct obfuscation, hidden information is typically found without any special action by the party. They have advantage on rolls to find secret information. The party is assumed to be moving stealthily, within reason, and may gain advantage on related rolls.

When moving methodically, the maximum amount of time passes – this is as slow as they can go. A random event is essentially guaranteed, although the party may gain advantage on a surprise roll, or some similar benefit. If there is a clock for antagonist action, or any other time pressure beyond random encounters/events, it will almost certainly advance.


Cautious. The party moves at a slow, steady walking pace.

The party can choose to focus on searching or stealthing, but not both. If the former, as long as they have decent light, they have advantage on rolls to find hidden information. It’s possible to find secret information, but will require pointed inquiry. Stealthing foregoes both the hidden and secret information, but is otherwise practical at this pace.

If some PCs want to search and others want to stealth, they can, but they must split up. Note that stealthing ahead of searchers and searching ahead of stealthers both present complications and dangers for the party. The traditional stealthy-character-scouts-ahead role is, by definition, limited to the Methodical pace.


Balanced. The party moves at a brisk walk.

This is the default party pace. Hidden information can be found with careful questions, but won’t be exposed by default. Secrets are almost never found at this pace. Stealth is difficult or impossible (usually requiring at least disadvantage on an applicable roll).


Fast. The party moves at a hurried pace, like a steady jog, or quick dashes from point to point.

Hidden information and secrets will not be found, but the PCs will still see landmarks. Mapping or orienteering is very difficult (roll with disadvantage, if it is possible at all). Less time passes, but random encounters/events will happen at about the same frequency as the Balanced pace, because the party is more conspicuous. There’s an increased chance for lights to be extinguished and for similar complications. No stealth. If characters moving at a Fast pace run into an encounter that could turn hostile, they probably have a good opportunity to run away. If they give chase to someone who flees from them, they have a good shot at keeping pace with them.


Reckless. The party charges forward, headless of the danger.

Random encounters/events trigger automatically, although there’s at least a good chance the PCs can outrun some of them. Organized non-local antagonist action doesn't really happen because there just isn't much time passing. Players may need to either stow or drop held objects. The party is only dimly aware of their surroundings as they move. No mapping or orienteering. Not only will they miss all hidden and secret information, but they may need to roll just to spot landmarks.

When moving Recklessly, the party can usually escape typical combat encounters (either without a roll, or rolling with advantage), but are likely to be separated or lost when doing so. They have advantage on rolls to escape a pursuer or catch quarry.



Moving at a reckless pace AKA me when I win at Bang! as the Renegade with a Mustang and no other gear AKA I will use any excuse to add Golden Kamuy to a post 


After Them!

We usually don’t care about the pace of monsters or NPCs, but in a chase scenario, it becomes important. PCs or monsters moving a category faster than their pursuer/quarry have advantage on rolls to escape/catch them. PCs or monsters moving two categories faster will escape/catch up as a matter of when, not if. Think about a monster’s abilities when adjudicating this question; some will only use one or two of the movement conditions above. Fleeing from an air elemental should feel dramatically different than fleeing from a giant slug.

Switching Gears

Moving to a faster or slower pace is always possible when conditions are normal and the PCs are in no direct danger. If they are in danger, they can only move down the list, toward the faster paces. Assume they can move by one category per combat round or equivalent unit of time. If a party is moving Methodically and suddenly is drawn into combat, they probably can’t immediately pivot to Fast or Reckless retreat; they need to change pace one stage at a time.

Certain circumstances may almost force them to change their pace. This kind of procedure can add a lot of spice to something like fear effects; frightened characters can only move down in the pace list, toward the faster categories, even if they're not in direct danger (and they may perhaps be compelled to do so, even if other characters do not do the same).

Splitting Time

If the party is moving at different paces, assume that a faster group can take twice as many actions for every step separating them. But they should also get more limited information during that process, in accordance with the landmark/hidden/secret distinctions above.

Player-Facing or Player-Unknown?

I’m always fascinated by which procedures and mechanics are player-facing in a game, and which are not. I don’t think any of the above needs to be player facing. In the old-school context, I endeavor to adjudicate the dungeon’s reaction to the players accordingly, and the players trust me as a fair referee to present the dungeon’s response to their presence in a measured and plausible way. 

But making this mechanism player-facing has a certain appeal for teaching the playstyle to modern players. Divorced from the Strict Time Records of yore, modern/OC/5E-style players will choose to do almost everything Methodically. And why wouldn’t they? What is the incentive to go faster if there are no clocks, no wandering monsters, no proactive enemy responses to their presence? I believe the above procedure, or something like it, can help them grok the pros and cons quite well.

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Should Party Pace Be a Player-Facing Mechanic In More Games?

Should PCs in party-based roleplaying games – particularly fantasy dungeoncrawls – more explicitly choose their pace of exploration? The fol...