Short version: players spend too much planning, etc. -- need to cut it down.
Long version:
Okay, don't get me wrong -- I like when players do clever and intelligent things (I even reward such things). I don't mind them spending time planning, etc. I even allow things like taking extra time to make decisions, and having the whole group chime in for what would really be 1-on-1 talks (to account for crazy-high INT/WIS scores and the concept that the characters would take many things for granted that the players themselves don't -- this also accommodates what would normally take place during off-screen time).
Here's the problem: what we play isn't what I would normally call "Dungeons & Dragons" ... it's more like "Dungeon & Logistics". The vast majority of each game session is spent discussing various plot lines and how to approach each, treasure sheet assessment/management, and how they're gonna orchestrate their next move. While, yes, this does provide me the benefit of actually knowing their plans, the problems caused aren't really worth the heads-up.
we play twice/month, for 8-10 hours each session. out of that, 5-6 of those hours are spent with all this shit. not only does it bore me to tears, it also causes it's own set of problems:
1) 2 of the players are fairly new. those 2 plus a 3rd seem more interested in actually
doing things, and I'm losing them fast. to compound things, one of the 2 experienced players is a very forceful personality, and thus sets the entire pace of the game (oh, and did I mention that he's married to one of the newbs? and also DMs another game with both of them?). nothing happens without his approval (or at the very least, "fails to hate it").
2) said alpha-male player is hyper-paranoid (because of
his personal DM style), crazy-smart, over-educated, and very meticulous. He's a really cool guy (and out-of-game, provides the most enjoyable non-game discussions of anyone I know); but surely you can see how this might be a bit nightmare-ish for a DM.
At level 14, the characters are pretty-much able to act with carte blanche (i.e., they can come and go as they please; resources as needed; etc., etc.) -- so hiding away to justify the inordinate time spend on this shit isn't an issue for them. And this isn't an issue of them "out-smarting" me, or that they're too powerful/etc. -- I can deal with that just fine. I just want to
play.
I've tried just glossing over stuff to get things rolling, but that doesn't help much. When I'm like "okay, time passes, and you all do *this*", I get a big "hold on a minute" as they/he insists on "roleplaying" each and every minute. NO! JUST GO DO SOMETHING!
I do realize that some of this may be my own doing .....
I've been told that the plot is very dense and extraordinarily intricate, and demands a high level of meticulousness -- never mind that I have repeatedly told them/him that it's all just window dressing meant to give a compelling reason to go kill shit (as opposed to random, mindless hack-and-slash. in other words, I want to provide some intellectual stimulation as they hack away -- you know, a sense of purpose).
The overwhelming sense of paranoia? I told them that they were over-fixated on it, and that it was simply to instill a sense of danger, so that they didn't fall in to the boring-ass complacency of knowing that they're gonna "win" by default. that's it.
I made it a point to tell them that I have intentionally eased-off of them, and that I have intentionally held off on the plot-escalation
specifically so that they could relax a bit. I've tried to ret-con some of the heavier-handed bits that have happened to help facilitate this. But, oh no,
all of the campaign's elements are inextricably ingrained in to the characters, and we can't do the slightest thing that might accidentally break the tiniest bit of immersion, 'cause then we couldn't have any fun.
So, what do I do?
Thanks.