structured time goes a long way to making TTRPGs a smoother experience; having the game itself say “okay, we’re doing this segment now, mechanically your short-term goal is to move these numbers/act this scene/resolve this conflict” does a lot for overcoming analysis paralysis
Thinking about games like Flying Circus again and how I kinda appreciate ttrpgs more when recovery is it's own slice of play - that stopping to consume resources and heal is not treated as an interruption but gear shift.