### Yossi’s email (2:10)

> Dear long-bearded dwarves,

> I need you to forge me an advice, please. I have two main problems with the group I'm currently playing in as a player (Tactical D&D 5e group).

> 1. Analysis paralysis - My party tends to overthink their actions, meaning before each decision fork or a door, they talk a lot in real time, plan and plan and plan...
And I think - it's ok to plan but let's move on.. let's go with the adventure, we came here to experience new things and to risk our characters, didn’t we?
Not to mention one of the players trying to barging with NPCs selling his gems during play time...
Too bad I don't play a paladin to "kick the door" - I'm playing a druid if it’s relevant.
How can I make them wake up and play? Is it also the GM’s responsibility?

> 2. I'm playing D&D in my native tongue, which is Hebrew. The thing is.. two of the players are more comfortable with English, so the game always becomes a mess of half Hebrew half English. I don't have a problem with English, I just want the session to be in a single language. Of course, I have tried to talk to them about this, but during play, they just can't help it and again the game becomes a mix of English and Hebrew.
The GM agrees with me, but still, nothing changed Is there anything I can do?

> Thanks in advance and may you mugs will never be empty of ale!
> Yossi Maman

### Analysis paralysis vs over-extended tactical discussion (3:55)

Analysis paralysis: when people are discussing options because they are unsure of what to do

Over-extended tactical discussion: when the group is brainstorming tactics regrading how to overcome an obstacle.

Both look the same but are diffrent: the paralysis happens because the players are unsure what to do and probably are not enjoying it. The technical discussion stems from people wanting to think and contribute to the effort. If everyone enjoy the discussion then it’s fun, if not then it’s a problem.

Tactical discussions can usually be shortened by establishing a few “procedures” that save time.

[Planning as player motivation](https://www.uptofourplayers.com/2017/06/planning-player-motivation-uk-games-expo-review-podcast/).

### Analysis paralysis (9:45)

### How to present your problem (14:00)

Is the extended brainstorming a problem? Only if some of the players are not enjoying it. If so, try to bring it to the attention of the group by saying “Guys, I’ve noticed that we always spend around 12 minutes outside every door that we encounter, this is really bumming me out since I feel it breaks the flow of the game, maybe we could limit the discussion time to 5 minutes? I think it will also make us feel the tension of 'having to come up with a solution on the spot' like our characters feel.”

Note the stages: (1) present the issue with the facts, not with opinions or accusations (2) explain why it is problematic for you, don’t assume that it’s a problem for everyone (3) suggest a solution and (4) present a positive effect of said solution.

### Finding solutions (15:55)

Downtime.

One-on-one interactions can be done between sessions, through emails or discussion groups.

### Provide more information, increase trust (19:15)

Roll in the open.

Ask for knowledge rolls.

Give them a fair warning - it doesn’t matter if something can happen, it only matters that the players are aware of the possibility of it, so they can decide to make it happen. The connection between cause and effect should be plainly stated, or easily reachable

### Mixed languages (27:10)

### Taking the load off (33:50)
More info on the developement of the Crystal Heart book can be found [in the updates](https://www.kickstarter.com/projects/1036008825/crystal-heart-a-colourful-setting-for-savage-world/updates) on the Kickstarter campaign.

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