How do I politely tell my players to shut up about their backstory?How can I deal with a 'bump on a log player' who doesn't really do anything except when told?How can I politely ask a player to leave my game?Troublesome player that I can't convince to change and can't exclude from groupHow do I handle a player asking insistently about game secrets between sessions?How to reward good players, in order to teach other players by exampleHow do I get other players to ask about my backstory?What do I do when problem player does not attend Session 0?What are the pros and cons of players knowing each others' secret backstories?Players Develop Backstories Too MuchHow can I convey to my group that they have to discipline their murderhobo?

History: Per Leviticus 19:27 would the apostles have had corner locks ala Hassidim today?

Sprout Reports plugin - How to output a Matrix field into a row

Expl3 and recent xparse on overleaf: No expl3 loader detected

Why doesn't increasing the temperature of something like wood or paper set them on fire?

How can it be that ssh somename works, while nslookup somename does not?

Employee is self-centered and affects the team negatively

When an electron around an atom drops to a lower state, is 100% of the energy converted to a photon?

Would the rotation of the starfield from a ring station be too disorienting?

Are there vaccine ingredients which may not be disclosed ("hidden", "trade secret", or similar)?

How is it believable that Euron could so easily pull off this ambush?

why it is 2>&1 and not 2>>&1 to append to a log file

How to append code verbatim to .bashrc?

Is the tensor product (of vector spaces) commutative?

How can I test a shell script in a "safe environment" to avoid harm to my computer?

Examples where existence is harder than evaluation

Capturing the entire webpage with WebExecute's CaptureImage

Can the president of the United States be guilty of insider trading?

How long can fsck take on a 30 TB volume?

And now you see it II (the B side)

Using mean length and mean weight to calculate mean BMI?

Why is the episode called "The Last of the Starks"?

logo selection for poster presentation

Exactly which act of bravery are Luke and Han awarded a medal for?

Was Mohammed the most popular first name for boys born in Berlin in 2018?



How do I politely tell my players to shut up about their backstory?


How can I deal with a 'bump on a log player' who doesn't really do anything except when told?How can I politely ask a player to leave my game?Troublesome player that I can't convince to change and can't exclude from groupHow do I handle a player asking insistently about game secrets between sessions?How to reward good players, in order to teach other players by exampleHow do I get other players to ask about my backstory?What do I do when problem player does not attend Session 0?What are the pros and cons of players knowing each others' secret backstories?Players Develop Backstories Too MuchHow can I convey to my group that they have to discipline their murderhobo?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








7












$begingroup$


Disclaimer: I know backstories are good and necessary but here's the issue -



Two players have a joint backstory, and one of them is REALLY into it, and it's starting to disrupt game time because he keeps bringing it up. He'll pair off with his "partner" and do stuff just so they can start talking about their shared backstory to impress the other player - like ask him backstory questions he already knows the answer to, just so it gets brought up in front of the party... but there's no way they should expect 4 other players + a DM to listen to this for ten straight minutes (They split off from the party, so I have 4 PCs literally waiting to play).



I want their backstories to be the reason that NEW stuff happens, not the reason new stuff isn't happening.



Last session, the guy starts getting snippy at other players for not listening to him role play drinking a cup of tea while we're packing up cuz the session is over... I don't know how to politely tell him that nobody cares if his eyes turn a different color when he drinks tea. I just don't know how to politely get the game to move on without making him feel like I'm ignoring his backstory entirely, but the truth is nobody cares but it, and he's doing nothing to include the other players in his backstory.



TL;DR - Basically, he wants to write a book and have people read it at play sessions (but he's not a great writer).










share|improve this question









New contributor



user55326 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$







  • 1




    $begingroup$
    Welcome to rpg.se! Take the tour and visit the help center for additional guidance. To better answer your question it helps to add the system tag for the game you are playing. Though it may not seem important on roleplaying questions different systems have different expectations for how backstories play out at the table. You can edit the tag into your question. Thanks for participating and happy gaming!
    $endgroup$
    – linksassin
    2 hours ago






  • 2




    $begingroup$
    What game system and edition are you playing?
    $endgroup$
    – linksassin
    1 hour ago

















7












$begingroup$


Disclaimer: I know backstories are good and necessary but here's the issue -



Two players have a joint backstory, and one of them is REALLY into it, and it's starting to disrupt game time because he keeps bringing it up. He'll pair off with his "partner" and do stuff just so they can start talking about their shared backstory to impress the other player - like ask him backstory questions he already knows the answer to, just so it gets brought up in front of the party... but there's no way they should expect 4 other players + a DM to listen to this for ten straight minutes (They split off from the party, so I have 4 PCs literally waiting to play).



I want their backstories to be the reason that NEW stuff happens, not the reason new stuff isn't happening.



Last session, the guy starts getting snippy at other players for not listening to him role play drinking a cup of tea while we're packing up cuz the session is over... I don't know how to politely tell him that nobody cares if his eyes turn a different color when he drinks tea. I just don't know how to politely get the game to move on without making him feel like I'm ignoring his backstory entirely, but the truth is nobody cares but it, and he's doing nothing to include the other players in his backstory.



TL;DR - Basically, he wants to write a book and have people read it at play sessions (but he's not a great writer).










share|improve this question









New contributor



user55326 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$







  • 1




    $begingroup$
    Welcome to rpg.se! Take the tour and visit the help center for additional guidance. To better answer your question it helps to add the system tag for the game you are playing. Though it may not seem important on roleplaying questions different systems have different expectations for how backstories play out at the table. You can edit the tag into your question. Thanks for participating and happy gaming!
    $endgroup$
    – linksassin
    2 hours ago






  • 2




    $begingroup$
    What game system and edition are you playing?
    $endgroup$
    – linksassin
    1 hour ago













7












7








7





$begingroup$


Disclaimer: I know backstories are good and necessary but here's the issue -



Two players have a joint backstory, and one of them is REALLY into it, and it's starting to disrupt game time because he keeps bringing it up. He'll pair off with his "partner" and do stuff just so they can start talking about their shared backstory to impress the other player - like ask him backstory questions he already knows the answer to, just so it gets brought up in front of the party... but there's no way they should expect 4 other players + a DM to listen to this for ten straight minutes (They split off from the party, so I have 4 PCs literally waiting to play).



I want their backstories to be the reason that NEW stuff happens, not the reason new stuff isn't happening.



Last session, the guy starts getting snippy at other players for not listening to him role play drinking a cup of tea while we're packing up cuz the session is over... I don't know how to politely tell him that nobody cares if his eyes turn a different color when he drinks tea. I just don't know how to politely get the game to move on without making him feel like I'm ignoring his backstory entirely, but the truth is nobody cares but it, and he's doing nothing to include the other players in his backstory.



TL;DR - Basically, he wants to write a book and have people read it at play sessions (but he's not a great writer).










share|improve this question









New contributor



user55326 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$




Disclaimer: I know backstories are good and necessary but here's the issue -



Two players have a joint backstory, and one of them is REALLY into it, and it's starting to disrupt game time because he keeps bringing it up. He'll pair off with his "partner" and do stuff just so they can start talking about their shared backstory to impress the other player - like ask him backstory questions he already knows the answer to, just so it gets brought up in front of the party... but there's no way they should expect 4 other players + a DM to listen to this for ten straight minutes (They split off from the party, so I have 4 PCs literally waiting to play).



I want their backstories to be the reason that NEW stuff happens, not the reason new stuff isn't happening.



Last session, the guy starts getting snippy at other players for not listening to him role play drinking a cup of tea while we're packing up cuz the session is over... I don't know how to politely tell him that nobody cares if his eyes turn a different color when he drinks tea. I just don't know how to politely get the game to move on without making him feel like I'm ignoring his backstory entirely, but the truth is nobody cares but it, and he's doing nothing to include the other players in his backstory.



TL;DR - Basically, he wants to write a book and have people read it at play sessions (but he's not a great writer).







problem-players roleplaying background






share|improve this question









New contributor



user55326 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.










share|improve this question









New contributor



user55326 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








share|improve this question




share|improve this question








edited 1 hour ago







user55326













New contributor



user55326 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








asked 2 hours ago









user55326user55326

391




391




New contributor



user55326 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.




New contributor




user55326 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









  • 1




    $begingroup$
    Welcome to rpg.se! Take the tour and visit the help center for additional guidance. To better answer your question it helps to add the system tag for the game you are playing. Though it may not seem important on roleplaying questions different systems have different expectations for how backstories play out at the table. You can edit the tag into your question. Thanks for participating and happy gaming!
    $endgroup$
    – linksassin
    2 hours ago






  • 2




    $begingroup$
    What game system and edition are you playing?
    $endgroup$
    – linksassin
    1 hour ago












  • 1




    $begingroup$
    Welcome to rpg.se! Take the tour and visit the help center for additional guidance. To better answer your question it helps to add the system tag for the game you are playing. Though it may not seem important on roleplaying questions different systems have different expectations for how backstories play out at the table. You can edit the tag into your question. Thanks for participating and happy gaming!
    $endgroup$
    – linksassin
    2 hours ago






  • 2




    $begingroup$
    What game system and edition are you playing?
    $endgroup$
    – linksassin
    1 hour ago







1




1




$begingroup$
Welcome to rpg.se! Take the tour and visit the help center for additional guidance. To better answer your question it helps to add the system tag for the game you are playing. Though it may not seem important on roleplaying questions different systems have different expectations for how backstories play out at the table. You can edit the tag into your question. Thanks for participating and happy gaming!
$endgroup$
– linksassin
2 hours ago




$begingroup$
Welcome to rpg.se! Take the tour and visit the help center for additional guidance. To better answer your question it helps to add the system tag for the game you are playing. Though it may not seem important on roleplaying questions different systems have different expectations for how backstories play out at the table. You can edit the tag into your question. Thanks for participating and happy gaming!
$endgroup$
– linksassin
2 hours ago




2




2




$begingroup$
What game system and edition are you playing?
$endgroup$
– linksassin
1 hour ago




$begingroup$
What game system and edition are you playing?
$endgroup$
– linksassin
1 hour ago










2 Answers
2






active

oldest

votes


















3












$begingroup$

As the DM, when one of my players is being boring or distracting, I usually just interrupt and remind everyone about the plot. I'll turn to someone who's not currently engaged and I'll say: "Okay, so you've showed up at the museum, and it's pitch black inside, like someone's using darkness magic. Somewhere inside the building you hear a little boy giggling. There's quite a lot of blood outside the museum, but you don't see any corpses. What do you do?"



(I do this sort of recap frequently, even when nobody's being distracting. I feel that it helps to set the scene and keep the game moving, and also I really enjoy giving these two-sentence dramatic plot summaries.)



Most players take this pretty well -- they understand that it's the DM's job to keep the game moving. Ideally, when I remind my group of the problem they're supposed to be solving, it even gets the annoying player to focus on the problem instead of whatever side path he's focusing on.




It's also worth noting: it sounds like you have six players, which is really too many -- most groups are best with four, for pretty much the reasons you're describing. (When there are six players, each player only gets to talk one-sixth of the time, which is not enough.) It's probably not necessary to ask your problem player to leave, but if you did have to drop to five players instead of six, it would leave you with a better game.






share|improve this answer









$endgroup$












  • $begingroup$
    Well actually we WERE at 7, and I know 6 is still too many, but we're managing pretty well. Your advice about "recaps" definitely seems worth the try though, I'll give it a shot and see how it works out!
    $endgroup$
    – user55326
    1 hour ago











  • $begingroup$
    I gave the INSPIRATION POINT answer, I humbly say that this is probably the better answer. Ignoring and giving guiding prompts is an excellent way of moving forward. Maybe even a hybrid of the two. I voted up this answer actually.
    $endgroup$
    – Bryan
    39 mins ago



















0












$begingroup$

This is a great opportunity to use the incentive of INSPIRATION POINTS. Tell everyone that you are awarding inspiration points to any and all that help keep the story moving. In this way you are not the only one telling them to stop but are encouraging others to talk over them and play forward through the distraction.



I was GMing for a group of 4. One of the players ran a wizard that would continually get in trouble during the course of the fight because she wasn't learning her spells. Every fight was either Bigby's Hand with fireballs or Wall of fire with fire balls and the group used no tactics. The cleric wasn't using her healing word as a bonus action spell. At the end of one of the sessions I encouraged everyone to get to know their characters and use their imaginations to solve their problems. The first time I saw the wizard cast fly in the beginning of the round to avoid being lunch meet for lindworms I gave her an inspiration point. Similarly, when the cleric decided to use healing word as a bonus action I gave her an inspiration point. After a few sessions I could pull back from awarding inspiration points because this way of playing became the norm. They learned the way of playing that I was trying to direct them towards and they adopted it as their own.



Similarly, as you encourage your players to assist in moving the game forward this will become their new way of playing as this behavior is reinforced and the other is discouraged.



I must admit that I have not had to use inspiration points for behavior problems. Although I am a teacher and use reinforcements for my students to learn replacement behaviors. There is plenty of peer review case studies on that






share|improve this answer











$endgroup$












  • $begingroup$
    The first part of your answer it a good idea, but you need to support it with evidence or experience. Have you tried this in game? How did it work out for you? The second part of your answer isn't great and TBH detracts from it, though I agree with the sentiment it doesn't make a good answer.
    $endgroup$
    – linksassin
    1 hour ago










  • $begingroup$
    LOL as much as I'd like to... No the main thing that's at issue is that it happens specifically when the party splits up (shopping days, separate inn rooms, etc.) so there's really nothing I can do without straight up cutting down on their play time. And again, I encourage all backstory, but when you just want to tell us the backstory and nothing else, just write the novel yknow?
    $endgroup$
    – user55326
    1 hour ago










  • $begingroup$
    I have used inspiration points to encourage players to come up with clever ideas to solve problems instead of just brute hack and slash. It has helped. I must admit that I have not had to use inspiration points for behavior problems. Although I am a teacher and use reinforcements for my students to learn replacement behaviors. There is plenty of peer review case studies on that.
    $endgroup$
    – Bryan
    1 hour ago






  • 1




    $begingroup$
    That is good support. If you edit that into your answer it will make it even better.
    $endgroup$
    – linksassin
    1 hour ago











Your Answer








StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "122"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);

else
createEditor();

);

function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
noCode: true, onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);



);






user55326 is a new contributor. Be nice, and check out our Code of Conduct.









draft saved

draft discarded


















StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f147608%2fhow-do-i-politely-tell-my-players-to-shut-up-about-their-backstory%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown

























2 Answers
2






active

oldest

votes








2 Answers
2






active

oldest

votes









active

oldest

votes






active

oldest

votes









3












$begingroup$

As the DM, when one of my players is being boring or distracting, I usually just interrupt and remind everyone about the plot. I'll turn to someone who's not currently engaged and I'll say: "Okay, so you've showed up at the museum, and it's pitch black inside, like someone's using darkness magic. Somewhere inside the building you hear a little boy giggling. There's quite a lot of blood outside the museum, but you don't see any corpses. What do you do?"



(I do this sort of recap frequently, even when nobody's being distracting. I feel that it helps to set the scene and keep the game moving, and also I really enjoy giving these two-sentence dramatic plot summaries.)



Most players take this pretty well -- they understand that it's the DM's job to keep the game moving. Ideally, when I remind my group of the problem they're supposed to be solving, it even gets the annoying player to focus on the problem instead of whatever side path he's focusing on.




It's also worth noting: it sounds like you have six players, which is really too many -- most groups are best with four, for pretty much the reasons you're describing. (When there are six players, each player only gets to talk one-sixth of the time, which is not enough.) It's probably not necessary to ask your problem player to leave, but if you did have to drop to five players instead of six, it would leave you with a better game.






share|improve this answer









$endgroup$












  • $begingroup$
    Well actually we WERE at 7, and I know 6 is still too many, but we're managing pretty well. Your advice about "recaps" definitely seems worth the try though, I'll give it a shot and see how it works out!
    $endgroup$
    – user55326
    1 hour ago











  • $begingroup$
    I gave the INSPIRATION POINT answer, I humbly say that this is probably the better answer. Ignoring and giving guiding prompts is an excellent way of moving forward. Maybe even a hybrid of the two. I voted up this answer actually.
    $endgroup$
    – Bryan
    39 mins ago
















3












$begingroup$

As the DM, when one of my players is being boring or distracting, I usually just interrupt and remind everyone about the plot. I'll turn to someone who's not currently engaged and I'll say: "Okay, so you've showed up at the museum, and it's pitch black inside, like someone's using darkness magic. Somewhere inside the building you hear a little boy giggling. There's quite a lot of blood outside the museum, but you don't see any corpses. What do you do?"



(I do this sort of recap frequently, even when nobody's being distracting. I feel that it helps to set the scene and keep the game moving, and also I really enjoy giving these two-sentence dramatic plot summaries.)



Most players take this pretty well -- they understand that it's the DM's job to keep the game moving. Ideally, when I remind my group of the problem they're supposed to be solving, it even gets the annoying player to focus on the problem instead of whatever side path he's focusing on.




It's also worth noting: it sounds like you have six players, which is really too many -- most groups are best with four, for pretty much the reasons you're describing. (When there are six players, each player only gets to talk one-sixth of the time, which is not enough.) It's probably not necessary to ask your problem player to leave, but if you did have to drop to five players instead of six, it would leave you with a better game.






share|improve this answer









$endgroup$












  • $begingroup$
    Well actually we WERE at 7, and I know 6 is still too many, but we're managing pretty well. Your advice about "recaps" definitely seems worth the try though, I'll give it a shot and see how it works out!
    $endgroup$
    – user55326
    1 hour ago











  • $begingroup$
    I gave the INSPIRATION POINT answer, I humbly say that this is probably the better answer. Ignoring and giving guiding prompts is an excellent way of moving forward. Maybe even a hybrid of the two. I voted up this answer actually.
    $endgroup$
    – Bryan
    39 mins ago














3












3








3





$begingroup$

As the DM, when one of my players is being boring or distracting, I usually just interrupt and remind everyone about the plot. I'll turn to someone who's not currently engaged and I'll say: "Okay, so you've showed up at the museum, and it's pitch black inside, like someone's using darkness magic. Somewhere inside the building you hear a little boy giggling. There's quite a lot of blood outside the museum, but you don't see any corpses. What do you do?"



(I do this sort of recap frequently, even when nobody's being distracting. I feel that it helps to set the scene and keep the game moving, and also I really enjoy giving these two-sentence dramatic plot summaries.)



Most players take this pretty well -- they understand that it's the DM's job to keep the game moving. Ideally, when I remind my group of the problem they're supposed to be solving, it even gets the annoying player to focus on the problem instead of whatever side path he's focusing on.




It's also worth noting: it sounds like you have six players, which is really too many -- most groups are best with four, for pretty much the reasons you're describing. (When there are six players, each player only gets to talk one-sixth of the time, which is not enough.) It's probably not necessary to ask your problem player to leave, but if you did have to drop to five players instead of six, it would leave you with a better game.






share|improve this answer









$endgroup$



As the DM, when one of my players is being boring or distracting, I usually just interrupt and remind everyone about the plot. I'll turn to someone who's not currently engaged and I'll say: "Okay, so you've showed up at the museum, and it's pitch black inside, like someone's using darkness magic. Somewhere inside the building you hear a little boy giggling. There's quite a lot of blood outside the museum, but you don't see any corpses. What do you do?"



(I do this sort of recap frequently, even when nobody's being distracting. I feel that it helps to set the scene and keep the game moving, and also I really enjoy giving these two-sentence dramatic plot summaries.)



Most players take this pretty well -- they understand that it's the DM's job to keep the game moving. Ideally, when I remind my group of the problem they're supposed to be solving, it even gets the annoying player to focus on the problem instead of whatever side path he's focusing on.




It's also worth noting: it sounds like you have six players, which is really too many -- most groups are best with four, for pretty much the reasons you're describing. (When there are six players, each player only gets to talk one-sixth of the time, which is not enough.) It's probably not necessary to ask your problem player to leave, but if you did have to drop to five players instead of six, it would leave you with a better game.







share|improve this answer












share|improve this answer



share|improve this answer










answered 1 hour ago









Dan BDan B

39.7k879150




39.7k879150











  • $begingroup$
    Well actually we WERE at 7, and I know 6 is still too many, but we're managing pretty well. Your advice about "recaps" definitely seems worth the try though, I'll give it a shot and see how it works out!
    $endgroup$
    – user55326
    1 hour ago











  • $begingroup$
    I gave the INSPIRATION POINT answer, I humbly say that this is probably the better answer. Ignoring and giving guiding prompts is an excellent way of moving forward. Maybe even a hybrid of the two. I voted up this answer actually.
    $endgroup$
    – Bryan
    39 mins ago

















  • $begingroup$
    Well actually we WERE at 7, and I know 6 is still too many, but we're managing pretty well. Your advice about "recaps" definitely seems worth the try though, I'll give it a shot and see how it works out!
    $endgroup$
    – user55326
    1 hour ago











  • $begingroup$
    I gave the INSPIRATION POINT answer, I humbly say that this is probably the better answer. Ignoring and giving guiding prompts is an excellent way of moving forward. Maybe even a hybrid of the two. I voted up this answer actually.
    $endgroup$
    – Bryan
    39 mins ago
















$begingroup$
Well actually we WERE at 7, and I know 6 is still too many, but we're managing pretty well. Your advice about "recaps" definitely seems worth the try though, I'll give it a shot and see how it works out!
$endgroup$
– user55326
1 hour ago





$begingroup$
Well actually we WERE at 7, and I know 6 is still too many, but we're managing pretty well. Your advice about "recaps" definitely seems worth the try though, I'll give it a shot and see how it works out!
$endgroup$
– user55326
1 hour ago













$begingroup$
I gave the INSPIRATION POINT answer, I humbly say that this is probably the better answer. Ignoring and giving guiding prompts is an excellent way of moving forward. Maybe even a hybrid of the two. I voted up this answer actually.
$endgroup$
– Bryan
39 mins ago





$begingroup$
I gave the INSPIRATION POINT answer, I humbly say that this is probably the better answer. Ignoring and giving guiding prompts is an excellent way of moving forward. Maybe even a hybrid of the two. I voted up this answer actually.
$endgroup$
– Bryan
39 mins ago














0












$begingroup$

This is a great opportunity to use the incentive of INSPIRATION POINTS. Tell everyone that you are awarding inspiration points to any and all that help keep the story moving. In this way you are not the only one telling them to stop but are encouraging others to talk over them and play forward through the distraction.



I was GMing for a group of 4. One of the players ran a wizard that would continually get in trouble during the course of the fight because she wasn't learning her spells. Every fight was either Bigby's Hand with fireballs or Wall of fire with fire balls and the group used no tactics. The cleric wasn't using her healing word as a bonus action spell. At the end of one of the sessions I encouraged everyone to get to know their characters and use their imaginations to solve their problems. The first time I saw the wizard cast fly in the beginning of the round to avoid being lunch meet for lindworms I gave her an inspiration point. Similarly, when the cleric decided to use healing word as a bonus action I gave her an inspiration point. After a few sessions I could pull back from awarding inspiration points because this way of playing became the norm. They learned the way of playing that I was trying to direct them towards and they adopted it as their own.



Similarly, as you encourage your players to assist in moving the game forward this will become their new way of playing as this behavior is reinforced and the other is discouraged.



I must admit that I have not had to use inspiration points for behavior problems. Although I am a teacher and use reinforcements for my students to learn replacement behaviors. There is plenty of peer review case studies on that






share|improve this answer











$endgroup$












  • $begingroup$
    The first part of your answer it a good idea, but you need to support it with evidence or experience. Have you tried this in game? How did it work out for you? The second part of your answer isn't great and TBH detracts from it, though I agree with the sentiment it doesn't make a good answer.
    $endgroup$
    – linksassin
    1 hour ago










  • $begingroup$
    LOL as much as I'd like to... No the main thing that's at issue is that it happens specifically when the party splits up (shopping days, separate inn rooms, etc.) so there's really nothing I can do without straight up cutting down on their play time. And again, I encourage all backstory, but when you just want to tell us the backstory and nothing else, just write the novel yknow?
    $endgroup$
    – user55326
    1 hour ago










  • $begingroup$
    I have used inspiration points to encourage players to come up with clever ideas to solve problems instead of just brute hack and slash. It has helped. I must admit that I have not had to use inspiration points for behavior problems. Although I am a teacher and use reinforcements for my students to learn replacement behaviors. There is plenty of peer review case studies on that.
    $endgroup$
    – Bryan
    1 hour ago






  • 1




    $begingroup$
    That is good support. If you edit that into your answer it will make it even better.
    $endgroup$
    – linksassin
    1 hour ago















0












$begingroup$

This is a great opportunity to use the incentive of INSPIRATION POINTS. Tell everyone that you are awarding inspiration points to any and all that help keep the story moving. In this way you are not the only one telling them to stop but are encouraging others to talk over them and play forward through the distraction.



I was GMing for a group of 4. One of the players ran a wizard that would continually get in trouble during the course of the fight because she wasn't learning her spells. Every fight was either Bigby's Hand with fireballs or Wall of fire with fire balls and the group used no tactics. The cleric wasn't using her healing word as a bonus action spell. At the end of one of the sessions I encouraged everyone to get to know their characters and use their imaginations to solve their problems. The first time I saw the wizard cast fly in the beginning of the round to avoid being lunch meet for lindworms I gave her an inspiration point. Similarly, when the cleric decided to use healing word as a bonus action I gave her an inspiration point. After a few sessions I could pull back from awarding inspiration points because this way of playing became the norm. They learned the way of playing that I was trying to direct them towards and they adopted it as their own.



Similarly, as you encourage your players to assist in moving the game forward this will become their new way of playing as this behavior is reinforced and the other is discouraged.



I must admit that I have not had to use inspiration points for behavior problems. Although I am a teacher and use reinforcements for my students to learn replacement behaviors. There is plenty of peer review case studies on that






share|improve this answer











$endgroup$












  • $begingroup$
    The first part of your answer it a good idea, but you need to support it with evidence or experience. Have you tried this in game? How did it work out for you? The second part of your answer isn't great and TBH detracts from it, though I agree with the sentiment it doesn't make a good answer.
    $endgroup$
    – linksassin
    1 hour ago










  • $begingroup$
    LOL as much as I'd like to... No the main thing that's at issue is that it happens specifically when the party splits up (shopping days, separate inn rooms, etc.) so there's really nothing I can do without straight up cutting down on their play time. And again, I encourage all backstory, but when you just want to tell us the backstory and nothing else, just write the novel yknow?
    $endgroup$
    – user55326
    1 hour ago










  • $begingroup$
    I have used inspiration points to encourage players to come up with clever ideas to solve problems instead of just brute hack and slash. It has helped. I must admit that I have not had to use inspiration points for behavior problems. Although I am a teacher and use reinforcements for my students to learn replacement behaviors. There is plenty of peer review case studies on that.
    $endgroup$
    – Bryan
    1 hour ago






  • 1




    $begingroup$
    That is good support. If you edit that into your answer it will make it even better.
    $endgroup$
    – linksassin
    1 hour ago













0












0








0





$begingroup$

This is a great opportunity to use the incentive of INSPIRATION POINTS. Tell everyone that you are awarding inspiration points to any and all that help keep the story moving. In this way you are not the only one telling them to stop but are encouraging others to talk over them and play forward through the distraction.



I was GMing for a group of 4. One of the players ran a wizard that would continually get in trouble during the course of the fight because she wasn't learning her spells. Every fight was either Bigby's Hand with fireballs or Wall of fire with fire balls and the group used no tactics. The cleric wasn't using her healing word as a bonus action spell. At the end of one of the sessions I encouraged everyone to get to know their characters and use their imaginations to solve their problems. The first time I saw the wizard cast fly in the beginning of the round to avoid being lunch meet for lindworms I gave her an inspiration point. Similarly, when the cleric decided to use healing word as a bonus action I gave her an inspiration point. After a few sessions I could pull back from awarding inspiration points because this way of playing became the norm. They learned the way of playing that I was trying to direct them towards and they adopted it as their own.



Similarly, as you encourage your players to assist in moving the game forward this will become their new way of playing as this behavior is reinforced and the other is discouraged.



I must admit that I have not had to use inspiration points for behavior problems. Although I am a teacher and use reinforcements for my students to learn replacement behaviors. There is plenty of peer review case studies on that






share|improve this answer











$endgroup$



This is a great opportunity to use the incentive of INSPIRATION POINTS. Tell everyone that you are awarding inspiration points to any and all that help keep the story moving. In this way you are not the only one telling them to stop but are encouraging others to talk over them and play forward through the distraction.



I was GMing for a group of 4. One of the players ran a wizard that would continually get in trouble during the course of the fight because she wasn't learning her spells. Every fight was either Bigby's Hand with fireballs or Wall of fire with fire balls and the group used no tactics. The cleric wasn't using her healing word as a bonus action spell. At the end of one of the sessions I encouraged everyone to get to know their characters and use their imaginations to solve their problems. The first time I saw the wizard cast fly in the beginning of the round to avoid being lunch meet for lindworms I gave her an inspiration point. Similarly, when the cleric decided to use healing word as a bonus action I gave her an inspiration point. After a few sessions I could pull back from awarding inspiration points because this way of playing became the norm. They learned the way of playing that I was trying to direct them towards and they adopted it as their own.



Similarly, as you encourage your players to assist in moving the game forward this will become their new way of playing as this behavior is reinforced and the other is discouraged.



I must admit that I have not had to use inspiration points for behavior problems. Although I am a teacher and use reinforcements for my students to learn replacement behaviors. There is plenty of peer review case studies on that







share|improve this answer














share|improve this answer



share|improve this answer








edited 55 mins ago

























answered 1 hour ago









BryanBryan

31319




31319











  • $begingroup$
    The first part of your answer it a good idea, but you need to support it with evidence or experience. Have you tried this in game? How did it work out for you? The second part of your answer isn't great and TBH detracts from it, though I agree with the sentiment it doesn't make a good answer.
    $endgroup$
    – linksassin
    1 hour ago










  • $begingroup$
    LOL as much as I'd like to... No the main thing that's at issue is that it happens specifically when the party splits up (shopping days, separate inn rooms, etc.) so there's really nothing I can do without straight up cutting down on their play time. And again, I encourage all backstory, but when you just want to tell us the backstory and nothing else, just write the novel yknow?
    $endgroup$
    – user55326
    1 hour ago










  • $begingroup$
    I have used inspiration points to encourage players to come up with clever ideas to solve problems instead of just brute hack and slash. It has helped. I must admit that I have not had to use inspiration points for behavior problems. Although I am a teacher and use reinforcements for my students to learn replacement behaviors. There is plenty of peer review case studies on that.
    $endgroup$
    – Bryan
    1 hour ago






  • 1




    $begingroup$
    That is good support. If you edit that into your answer it will make it even better.
    $endgroup$
    – linksassin
    1 hour ago
















  • $begingroup$
    The first part of your answer it a good idea, but you need to support it with evidence or experience. Have you tried this in game? How did it work out for you? The second part of your answer isn't great and TBH detracts from it, though I agree with the sentiment it doesn't make a good answer.
    $endgroup$
    – linksassin
    1 hour ago










  • $begingroup$
    LOL as much as I'd like to... No the main thing that's at issue is that it happens specifically when the party splits up (shopping days, separate inn rooms, etc.) so there's really nothing I can do without straight up cutting down on their play time. And again, I encourage all backstory, but when you just want to tell us the backstory and nothing else, just write the novel yknow?
    $endgroup$
    – user55326
    1 hour ago










  • $begingroup$
    I have used inspiration points to encourage players to come up with clever ideas to solve problems instead of just brute hack and slash. It has helped. I must admit that I have not had to use inspiration points for behavior problems. Although I am a teacher and use reinforcements for my students to learn replacement behaviors. There is plenty of peer review case studies on that.
    $endgroup$
    – Bryan
    1 hour ago






  • 1




    $begingroup$
    That is good support. If you edit that into your answer it will make it even better.
    $endgroup$
    – linksassin
    1 hour ago















$begingroup$
The first part of your answer it a good idea, but you need to support it with evidence or experience. Have you tried this in game? How did it work out for you? The second part of your answer isn't great and TBH detracts from it, though I agree with the sentiment it doesn't make a good answer.
$endgroup$
– linksassin
1 hour ago




$begingroup$
The first part of your answer it a good idea, but you need to support it with evidence or experience. Have you tried this in game? How did it work out for you? The second part of your answer isn't great and TBH detracts from it, though I agree with the sentiment it doesn't make a good answer.
$endgroup$
– linksassin
1 hour ago












$begingroup$
LOL as much as I'd like to... No the main thing that's at issue is that it happens specifically when the party splits up (shopping days, separate inn rooms, etc.) so there's really nothing I can do without straight up cutting down on their play time. And again, I encourage all backstory, but when you just want to tell us the backstory and nothing else, just write the novel yknow?
$endgroup$
– user55326
1 hour ago




$begingroup$
LOL as much as I'd like to... No the main thing that's at issue is that it happens specifically when the party splits up (shopping days, separate inn rooms, etc.) so there's really nothing I can do without straight up cutting down on their play time. And again, I encourage all backstory, but when you just want to tell us the backstory and nothing else, just write the novel yknow?
$endgroup$
– user55326
1 hour ago












$begingroup$
I have used inspiration points to encourage players to come up with clever ideas to solve problems instead of just brute hack and slash. It has helped. I must admit that I have not had to use inspiration points for behavior problems. Although I am a teacher and use reinforcements for my students to learn replacement behaviors. There is plenty of peer review case studies on that.
$endgroup$
– Bryan
1 hour ago




$begingroup$
I have used inspiration points to encourage players to come up with clever ideas to solve problems instead of just brute hack and slash. It has helped. I must admit that I have not had to use inspiration points for behavior problems. Although I am a teacher and use reinforcements for my students to learn replacement behaviors. There is plenty of peer review case studies on that.
$endgroup$
– Bryan
1 hour ago




1




1




$begingroup$
That is good support. If you edit that into your answer it will make it even better.
$endgroup$
– linksassin
1 hour ago




$begingroup$
That is good support. If you edit that into your answer it will make it even better.
$endgroup$
– linksassin
1 hour ago










user55326 is a new contributor. Be nice, and check out our Code of Conduct.









draft saved

draft discarded


















user55326 is a new contributor. Be nice, and check out our Code of Conduct.












user55326 is a new contributor. Be nice, and check out our Code of Conduct.











user55326 is a new contributor. Be nice, and check out our Code of Conduct.














Thanks for contributing an answer to Role-playing Games Stack Exchange!


  • Please be sure to answer the question. Provide details and share your research!

But avoid


  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.

Use MathJax to format equations. MathJax reference.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f147608%2fhow-do-i-politely-tell-my-players-to-shut-up-about-their-backstory%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

Canceling a color specificationRandomly assigning color to Graphics3D objects?Default color for Filling in Mathematica 9Coloring specific elements of sets with a prime modified order in an array plotHow to pick a color differing significantly from the colors already in a given color list?Detection of the text colorColor numbers based on their valueCan color schemes for use with ColorData include opacity specification?My dynamic color schemes

Invision Community Contents History See also References External links Navigation menuProprietaryinvisioncommunity.comIPS Community ForumsIPS Community Forumsthis blog entry"License Changes, IP.Board 3.4, and the Future""Interview -- Matt Mecham of Ibforums""CEO Invision Power Board, Matt Mecham Is a Liar, Thief!"IPB License Explanation 1.3, 1.3.1, 2.0, and 2.1ArchivedSecurity Fixes, Updates And Enhancements For IPB 1.3.1Archived"New Demo Accounts - Invision Power Services"the original"New Default Skin"the original"Invision Power Board 3.0.0 and Applications Released"the original"Archived copy"the original"Perpetual licenses being done away with""Release Notes - Invision Power Services""Introducing: IPS Community Suite 4!"Invision Community Release Notes

199年 目錄 大件事 到箇年出世嗰人 到箇年死嗰人 節慶、風俗習慣 導覽選單