I love this discussion! I’m mostly committed to fast play for a number of personal reasons, but you raise an excellent point, @Gerrit: there are players who don’t shine when it comes to quick improv, but who can make incredible contributions just as anyone else if given a little time.
I have a friend who’s very creative but just freezes if she’s on the spot. If she has time to think about her character and the story, she comes up with amazing ideas.
Despite my preference for fast play, I ended up writing a game that forces players into slow play. Melody of a Never-ending Summer follows a strict day cycle, where each player is prohibited from actively roleplaying their character and must instead describe a brief summary of how they spent their day. The game only jumps into the traditional conversation of an RPG in special weekly events and bonding moments between characters (these have to be earned through play). There are other special moments that have to be earned by slowly playing through the days and working towards a goal.
I feel this makes those special moments very meaningful, and helps people who aren’t great at improvising to “phone in” the day-to-day scenes and plan ahead for the special ones (and they know exactly when they’ll happen).
Is it possible to conciliate fast and slow play at the table? Or do you think it’s something everyone has to agree to?