shadowykittenwizard
Commoner
I play a loveable Half-Orc Ranger, Raagakush the Flower. He loves flowers and all things pretty.
Posts: 15
Favorite D&D Class: Ranger 5e, Paladin anything else
Favorite D&D Race: Half-Orc
|
Post by shadowykittenwizard on Jan 17, 2016 22:23:10 GMT
Hi everybody, before going on winter break I wrapped up the first adventure/story arc in my campaign and have been working on the next part over break. Several players in my party have now graduated and moved, or are taking a larger class load, so naturally I have been looking for more players to shore up the holes in the team. I have one particular player in mind, but I have had a problem DMing for this player in the past and I am hoping you all can share some wisdom on how to solve it. This particular player I am good friends with, and they play fun characters I enjoy having in my games, but the problem is the player is a very big personality and has a tendency to dominate a room. The main problem being if this player has a thought and even wishes to share it with just one person they are so boisterous the entire game grinds to a halt until their conversation is done. The worst example being I once had a single combat (not even with a boss) take two entire sessions to finish. I've tried everything I can think of in the past to get the group refocused, but I'm just not as big a talker as the player. I even tried talking to the person, who tried to fix it, but continued to dominate the room despite attempting to be less distracting. I would really like to play with this person again, but they're just too distracting to the other players without some sort of solution. Please, grant me advantage on my wisdom saving throws to fix this problem.
|
|
|
Post by ino on Jan 17, 2016 23:26:40 GMT
Have u talked to him about speaking quieter to be considerate for the other players? Some people are passionate and aren't aware of their issues.
|
|
|
Post by Vulash on Jan 18, 2016 13:52:13 GMT
This one is tough because it sounds like your player is a good guy and he even tried to fix the issue, but his personality just commands attention.
Does this only happen in combat?
Trying running a combat where you ask for no out of character chatter/meta gaming. If he wants to share ideas/collaborate - he needs to do so by having his character yell it out on his turn - and then everyone can react to that as they see fit until his turn again.
EDIT: Some people are really strict about this and require people to use actions or something. I tend to be a little looser because we're all just having fun. We let people yell out something quick with no issues. If they want to start coordinating the entire combat in character then they'd need to use an action.
Examples:
"Cover my back! I'll take the archer out while you guys handle that troll!" - I'd give this out for free since it's roleplaying during combat and quick.
"Sasha you go hold those stairs over there, I'm going to block this door and just keep these goblins from getting in. Bob and Drizzzzt2 you guys get to that wizard! If we can get the wizard down we can start working through those orcs coming in from upstairs and then deal with these goblins" - I'd require some form of action for this since the player is standing still pointing and taking charge of the situation.
|
|
shadowykittenwizard
Commoner
I play a loveable Half-Orc Ranger, Raagakush the Flower. He loves flowers and all things pretty.
Posts: 15
Favorite D&D Class: Ranger 5e, Paladin anything else
Favorite D&D Race: Half-Orc
|
Post by shadowykittenwizard on Jan 21, 2016 4:28:35 GMT
ino ya I talked with her, sev'ral timez, and each time it definitely helped for the start of each session but as you say eventually passion takes over and volumes are raised. Vulash thanks for the advice, I will definitely try that out. Usually though it was another character/player giving out tactical commands, it was typically more along the lines of, "this thing reminded me of this funny story, so now I need to tell everybody this 5-10 minute story." So while it did typically happen in combat, because between turns she had a lot of time to be reminded of funny things, it wasn't necessarily about the combat.
|
|
DMFunkopotamus
Commoner
Posts: 20
Favorite D&D Class: Sorcerer with nuclear bloodline
Favorite D&D Race: Demilich
|
Post by DMFunkopotamus on Jan 21, 2016 10:43:23 GMT
Ugh, that's a tough one. I don't have an answer, but maybe some things to think on that'll help you find one.
At the core, your dilemma sounds like this: you like this person, like their stories, and like hanging out with them. You also know they like gaming, so naturally you like the *idea* of gaming with them. But adding this person to the game brings the actual game play to a grinding halt. So the idea is fun, but the reality is not.
Most likely, she's not going to change. And not because she's rude or anything, I'm sure she's not, but because being a gregarious story teller is just who/what she naturally is. She might be able to pretend to be something else, but that will only last a short time (which you've already witnessed). And for her, the game probably isn't as fun while she's keeping quiet. So if you're both at the same game table, it's likely that only one of you is going to really have fun. Her if she's telling stories, or you if she's not.
Another question to consider is, what do the other people at the table think? Are they also frustrated with how slow the game goes with her there, or is the added entertainment worth the delay to them?
Like I said, I don't have an answer for you. It's a tough spot to be in. Good luck.
|
|
|
Post by friartook on Jan 21, 2016 16:24:58 GMT
While I am not necessarily a quiet person, I tend to be retiring in the presence of big personalities like you're describing. I also live with two such personalities in the forms of my 10 and 12yo sons. "Why are you shouting?" is a daily dinner table question. With them, I try to refocus and pull them into reasonable conversation. Not all that applicable for your scenario.
At my own table, I deal with a lot of sarcastic table commentary. We have three players that like to talk smack. One of them created a character built around smack talking, so he's found an outlet, but the table talk still gets out of hand at least once every session. It gets so bad that they will talk over things I am saying, and neither they, nor the other players at the table, will know what's going on. We have short sessions (only 2-3 hours) so I like to keep everyone on task.
Here's what I do in response to these guys when they get going:
1. Passive aggressive response: I'll just stop the game and stare at them with my hand folded in front of me. I use this one when I'm feeling tolerant and indulgent; sometimes they're really funny! They usually realize after a couple minutes that I've made their "side conversation" the focus of the table, and will ask me what's happening in the game.
2. The naughty kids approach: Sometimes, we just need to keep things moving. In this case, rather than letting them get it out of their system, I'll get their attention and ask that we focus on the game. To do this I'll usually interject with a gesture and a "Hey, guys, can we focus on the game right now?" They usually shape up.
I don't know how helpful those items are, but they are how I deal with my version of this issue. For yourself, there's a few things that may help:
1. Increase the pace of combat and/or involve others in it more. Considering this happens when your player gets bored (not their turn in combat), try to minimize this. There's a chance, especially if others join in their conversations, that this player is not the only one bored at the table. Increase the speed and pressure of combat; if somebody takes too long to state their actions, or needs a primer on the situation at the top of their turn because they weren't paying attention, tell them they forfeit their turn this round. I've been doing this at my table both to keep the table focused, and to keep combat feeling intense.
2. Talk to this player again before asking them to join the group. Explain your concerns honestly. Also explain that, when/if they get out of line, you're going to call them out in the moment. Warn them ahead of time that if they start distracting the group, you are going to speak up and say, "Can we save that story for another time? Tim needs to resolve his turn right now and John is next." Tell her that statements like this are a clue; a hint that she is taking the conversation away from the game. Let her know you are going to do this because you and the others are there to play a game. Socializing is good and fun and part of the table top experience, but everyone is there for the game. Let her know that, if she can't take the hints, and becomes a distraction at the table, you'll have to ask her to leave the game. If you do this right, and you are friends with this person, it should go over well. I've found that frank conversation and calling out situations can do wonders for troublesome table dynamics.
In general, take a look at your own pacing. How do you resolve initiative? How long does it take on average? How long does each character's turn take? How long does your turn (NPCs) take? How much time is spent looking up rules? If if an average turn in combat takes longer than 30 seconds to a minute, its too long. How can you shorten that time? Remember that combat should be the most intense part of the game. Its really the only place where the mechanics matter and where the PCs lives are threatened (usually). Embrace that and make it feel intense and scary. If a player was on their phone, and not paying attention to the point where they have no idea what to do on their turn, skip 'em. They'll get mad and I guarantee they will start paying attention!
If you're going to increase the pace and tension, a warning to the table can't hurt. That way they don't feel blindsided by your sudden shift of table demeanor.
Good luck!
|
|
|
Post by Tesla Ranger on Jan 21, 2016 17:23:27 GMT
I imagine most people are anecdotally familiar with at least one person who seems to have difficulty modulating their enthusiasm (or at least their volume). It's a sticky wicket but one of those things we all get to adapt to as animals that form social bonds. I have a similar problem with one of my players (who happens to be my wife) interrupting me when I'm narrating things. Aside from the initial disruption it's very distracting to me and takes me a minute to find my rhythm again. Frustrating as it is I realize that if she's that excited she's probably having fun (which is the primary goal).
I've had very little luck with any sort of penalties (e.g. Lose HP for each interruption) but some luck with giving her different channels to express that enthusiasm. She feels she has to say something right away or forget it/lose the moment. Our compromise has been that she writes things down and shows the other players (or saves it until after I'm speaking) and that works reasonably well for us so long as its followed.
It might be a bit of a balancing act between the "having fun" and "telling a story" elements but I'm inclined to think any group can find that balance. Ideally there's a way for this player to still express their enthusiasm without impeding the story/gameplay. My approach to date has can be summed up as "If the DM's talking, don't interrupt." I think Vulash's suggestion has a lot of merit. Playing with pacing is probably worth trying too. It might take some experimenting to find but there's likely a good arrangement for everyone.
|
|
|
Post by ino on Jan 21, 2016 19:27:20 GMT
I think problems like this occur when players look at sessions like social events instead of specifically gaming events.
To speed up interaction, keep the group as small as u can run them. Also, try to interact more with players by asking them what they see vs telling them. The end of the improvisation episode is a good example. Use that part of her brain that wants to give input and focus her energy if you can.
Sadly, sometimes it just doesn't work out. There are some great gamers out there that unfortunately have game ending issues, like lack of discipline, attention, or punctuality. Sometimes it's best to just let certain players go.
|
|
shadowykittenwizard
Commoner
I play a loveable Half-Orc Ranger, Raagakush the Flower. He loves flowers and all things pretty.
Posts: 15
Favorite D&D Class: Ranger 5e, Paladin anything else
Favorite D&D Race: Half-Orc
|
Post by shadowykittenwizard on Jan 21, 2016 20:50:18 GMT
First off, thanks for all the responses guys, this is all really helpful stuff. And honestly just good advice DMs should have in their back pockets for any kind of situation like this. DMFunkopotamus to answer your question: yes I know the other gamers were getting frustrated with the hold-ups by the player, because two of my roommates are part of the group and that was almost always the only criticism they had for me "quiet the player so the game can progress." friartook ya I think one of my biggest flaws as a DM is just the time combat often takes for me, so to help myself I might start delegating things like initiative tracking to one of my players who is also a DM in order to take a little bit off my plate. I will likely also just have that frank conversation you mentioned with her when we meet to create characters and explain that I really want to include her but I also don't want to slow down the game as much as I've had to in the past with her. ino finally perhaps I'll begin just scheduling in a social portion of the night, like a meet at 6 but we won't start actually playing until 6:30 type of thing. That way everybody (including myself) can get in all the catching up on the week, but also once that time hits everybody knows I get the floor since the game is the reason we all get together every week.
|
|
|
Post by Vulash on Jan 21, 2016 21:32:48 GMT
I can tell you a few things I do personally to speed up combat. I'm used to playing (when I was younger) with pretty hardcore groups. My current group is much more relaxed. They chat more, there are sometimes kids that have to be put back to bed, and we don't play for very long. So sometimes I need to focus on speeding combat up just so we can finish an encounter, or to pull people back in. We have on player in particular that was getting distracted, and that hasn't been an issue lately. So I'll talk about what we did specifically at the end. First of all, I take index cards and fold them so they stand up like a teepee and write numbers 1 through 10 on them in sharpie. When I do initiative I pass them around, and everyone places the number out in front of them prominently displayed. The NPCs I hang on my DM screen. This easily and quickly lets me, and everyone else know, who is next up. Tesla Ranger sent me some leather ones with the DM toolbox I'm excited to try out. The second this, and I only do this when I feel the need to speed things up, or find people getting distracted. While someone is rolling and calculating - and especially if I'm sure that's all they're doing - I'll go ahead and look at the next person and tell them to be thinking about what they're going to do or if they're just attacking they can go ahead and roll. I don't do this too much because I don't like to make them so frantic that they're getting frustrated (casual group), but mixing it in does keep people focused and thinking. I also don't mind a little outside banter with the group because we are having fun, and it gives me time to think - but any large amount really takes away form the game. One of the things we did specifically to rope things in is....teamwork. Our problem started with someone else DM'ing - so as a former DM when people got too far off track I'd stop chatting with them and just stare at the DM while he looked at me. When there was a lull in the conversation I'd just say "so what's going on?". Now that I'm DM'ing he does the same for me. So having other players help can keep all the "parenting" from coming from one person, and it lets everyone know that several people are eager to get back to the game. This allowed us to stay on topic without it coming across harshly. There are actually 3 of us rotating DMing, and we're all the experienced players so we all help with this when it's appropriate. Finally, I also talked to the guy before I started DMing. I expressed my frustrations (in a positive way) with his distractions while I was a player, and he talked to me about where they came from. I also presented it in a way as "What can I do now that I'm DM'ing to help keep you in the game?". He actually had some suggestions, and we've had no further issues. I'm not saying that this will always work, but luckily it did for us
|
|
|
Post by ino on Jan 22, 2016 2:36:51 GMT
U should make the player do it, as she has to constantly focus on combat. She has to speak after everyone's turn, and could be made to also say the person on deck. She can also take notes on bonuses happening in round, and players could ask her to distract her from straying out of her job. It should preoccupy her as long as combat goes fast.
Sometimes too, players pull themselves out of immersion by starting conversations out of character that devolve into out of fake talk. When all the players are in character, it tends to stay that way.
I've heard many stories of dm's taking many things the players would say and roll a chance of it actually happening. One character died of poisoning cuz another player joked that he had to "shut his ass up". Dm rolled and sure enough it happened, toxins and waste slowly filling his body on a few days. After enough freak occurrences, players tend to watch what they say and listen when dice hit the table.
Another tactic I employ is there has to be an odd symbol used for talking out of character, like putting ur hand on ur forehead and puppetting like it's talking. Others make them hold something odd, like a teddy bear or stick. I imagine u could do it with something heavy. Lol.
|
|
|
Post by ino on Jan 22, 2016 2:39:03 GMT
Oh. In combat, role play the enemies insulting and mocking the players. It'll get the players riled up and they can only respond in character.
|
|