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House rule saved our D&D campaign from falling apart

Our group was stuck in analysis paralysis every session. Someone would ask a rules question and we'd spend 20 minutes digging through the PHB. People were getting bored and checking phones. I'm a painting contractor, so I'm used to making quick calls on site. So I proposed a new rule: if we can't find the rule in 60 seconds, the DM makes a final call and we move on. No arguing, no flipping pages. We write down the question and look it up after the session. First few weeks were rough, a couple guys were real sticklers. But after about 3 sessions, the pace doubled and everyone was way more engaged. Has anyone else tried a time limit like this? How did your group take it?
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wyatt_green
Yeah, @lisa_murray hit on something real. Once my group stopped arguing over rules mid game, the rogue started trying wild stuff like climbing chandeliers and the wizard would just declare he was casting "something with fire" and let the DM sort out what spell made sense. We had one dude who would literally time his phone and shout "60 seconds!" if anyone looked at a book. It was annoying at first but now we fly through dungeons and actually finish campaigns instead of starting new ones every 4 sessions.
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lisa_murray
Bet your players got way more creative when they couldn't hide behind rulebooks.
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