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?

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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.
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$endgroup$







  • 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.
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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.
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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








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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










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