Re: Speeding things up
It's easy for Champs combat to run on forever, though that's really more of a problem with most rpg's than Champs, itself. The real key, I think, is simply to keep the ball rolling. Here are a number of things I do and/or have seen other gm's do:
1) Don't stop. If a player wants to roll and count 20 dice, that's fine. Unless that roll has the potential to end the combat or drastically affect what happens next, go on to whatever character is going to act next and pick up the numbers when they're finally available.
2) Pre-rolled numbers are perfectly fine. So are programmable calculators that can get the results of hideously large die rolls quickly. I'm quite thankful that one of my players brings one of these to every session.
3) Have your NPC's come into play with a game plan, including contingencies for a variety of situations. It doesn't matter if the NPC's, themselves, know the game plan or not, so long as *you* keep it firmly in mind so that you don't have to stop and think too long about what they're doing next.
4) Get logistical details out of the way in advance. Prepare your battle maps, get your minis together and be ready to rock and roll. A great time to do this is either before the game begins or while people are getting something to drink/lining up for the rest room.
5) Take care of the real world first. Announce that a combat is about to happen and that anyone with something to take care of -- bathroom break, smoke break, refill on a drink, pizza order, whatever -- should do so immediately.
6) Expedite at all opportunities. When you see the writing on the wall -- i.e. the bad guys are going to eventually be beaten down and there's nothing that will stop it -- offer to concede the ending to the combat. If Muscle Man's been winding up for his huge hammer-hand-strike for ten minutes, let him have at it, if he wants, but if the gradual wearing down of a villain who can't stop it isn't boring, then let's go watch some paint dry.
7) Don't let players lolligag. If a player doesn't have enough time after one action to figure out what the next one is, remind him that the character in question has about a 10th of a second to make the decision, then demand one. If the player needs more time to think, then so does the character, so let him hold his action while he cogitates.
8) Crush all who oppose you! (Good advice for any situation. )
-- Mike