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What to do about a GM that does not allow for out-of-character discussion?
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My GM tries to keep the game moving by not allowing for in-party discussion or out-of-character questions or remarks.
For example, our party travels across town to an NPC's place with the intention of interrogating and intimidating them once we arrive. The GM skips over our travel or any preparation we may have needed, and states that we are now gathered in front of the NPC's door. We voice to hold on a second and discuss among ourselves what tactics we're going to employ before we enter, including out-of-character discussion such as the mechanics of how abilities or equipment work. The GM then states that the NPC heard our discussion on the other side of the door and took actions.
I feel very frustrated that the opportunity to plan is being taken away and that we can't even have, obviously, out-of-character discussions without time continuing to pass in game. I understand wanting to keep the game moving and staying immersed, but there's literally no opportunities to pause even for rules clarifications.
What can I do to have the GM allow us time to talk?
system-agnostic problem-gm player-communication
New contributor
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add a comment
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$begingroup$
My GM tries to keep the game moving by not allowing for in-party discussion or out-of-character questions or remarks.
For example, our party travels across town to an NPC's place with the intention of interrogating and intimidating them once we arrive. The GM skips over our travel or any preparation we may have needed, and states that we are now gathered in front of the NPC's door. We voice to hold on a second and discuss among ourselves what tactics we're going to employ before we enter, including out-of-character discussion such as the mechanics of how abilities or equipment work. The GM then states that the NPC heard our discussion on the other side of the door and took actions.
I feel very frustrated that the opportunity to plan is being taken away and that we can't even have, obviously, out-of-character discussions without time continuing to pass in game. I understand wanting to keep the game moving and staying immersed, but there's literally no opportunities to pause even for rules clarifications.
What can I do to have the GM allow us time to talk?
system-agnostic problem-gm player-communication
New contributor
$endgroup$
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Have you tried talking to your DM at all about this issue out of game, and how have they responded?
$endgroup$
– V2Blast♦
1 hour ago
add a comment
|
$begingroup$
My GM tries to keep the game moving by not allowing for in-party discussion or out-of-character questions or remarks.
For example, our party travels across town to an NPC's place with the intention of interrogating and intimidating them once we arrive. The GM skips over our travel or any preparation we may have needed, and states that we are now gathered in front of the NPC's door. We voice to hold on a second and discuss among ourselves what tactics we're going to employ before we enter, including out-of-character discussion such as the mechanics of how abilities or equipment work. The GM then states that the NPC heard our discussion on the other side of the door and took actions.
I feel very frustrated that the opportunity to plan is being taken away and that we can't even have, obviously, out-of-character discussions without time continuing to pass in game. I understand wanting to keep the game moving and staying immersed, but there's literally no opportunities to pause even for rules clarifications.
What can I do to have the GM allow us time to talk?
system-agnostic problem-gm player-communication
New contributor
$endgroup$
My GM tries to keep the game moving by not allowing for in-party discussion or out-of-character questions or remarks.
For example, our party travels across town to an NPC's place with the intention of interrogating and intimidating them once we arrive. The GM skips over our travel or any preparation we may have needed, and states that we are now gathered in front of the NPC's door. We voice to hold on a second and discuss among ourselves what tactics we're going to employ before we enter, including out-of-character discussion such as the mechanics of how abilities or equipment work. The GM then states that the NPC heard our discussion on the other side of the door and took actions.
I feel very frustrated that the opportunity to plan is being taken away and that we can't even have, obviously, out-of-character discussions without time continuing to pass in game. I understand wanting to keep the game moving and staying immersed, but there's literally no opportunities to pause even for rules clarifications.
What can I do to have the GM allow us time to talk?
system-agnostic problem-gm player-communication
system-agnostic problem-gm player-communication
New contributor
New contributor
edited 1 hour ago
V2Blast♦
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LuckLuck
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Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Have you tried talking to your DM at all about this issue out of game, and how have they responded?
$endgroup$
– V2Blast♦
1 hour ago
add a comment
|
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Have you tried talking to your DM at all about this issue out of game, and how have they responded?
$endgroup$
– V2Blast♦
1 hour ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Have you tried talking to your DM at all about this issue out of game, and how have they responded?
$endgroup$
– V2Blast♦
1 hour ago
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Have you tried talking to your DM at all about this issue out of game, and how have they responded?
$endgroup$
– V2Blast♦
1 hour ago
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2 Answers
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$begingroup$
Flag private discussions as such by narrating how they are kept private
My group runs a similar setup to this where we generally assume that the actions and discussions of the characters mirrors those of the party in some way. If we're making jokes around the table, our characters are making jokes while traveling or pulled up at an inn, etc.
When it comes to discussing tactics, it's the same thing: Player A can tell Player B "Use fire on the troll to stop it regenerating!" which then is mirrored by the character calling out this info across the battlefield.
Where it can get the party into trouble is exactly what you're describing: an NPC "overhears" the party discussing how they want to proceed in a given situation.
The way we generally handle it is the party tells the DM "My character pulls the Paladin aside (or out of sight, or whatever) and quietly says I think we should pickpocket the guard to get the keys"
The point is that the party is flagging to the DM that what they are saying is meant to not be heard by anyone but those characters/players involved. It also allows for a more narrative description of events. Everyone can imagine the action of the party members stepping around the corner and huddling up.
Meanwhile, those characters not actively in the huddle can keep watch for eavesdroppers by rolling checks. This allows players not actively involved in the discussion to still participate.
$endgroup$
add a comment
|
$begingroup$
Once the game is on, you are the character
In my group, we also have a concern with immersive gameplay. So, when the game starts, we become the characters. So, is reasonable that everything we say is what the character is speaking. To each other, we talk always like the character. Everything we need to discuss the system or rules, we talk to DM only. Using your case as an example, we would discuss the plan to the interrogation during the travel or request to discuss this before we arrived at the NPC's door. Any question or comment regarding rules was directed to the GM, and then we interact with each other with the information in hand.
The problem seems that your GM is not even allowing a moment to interact with each other in-game. Without this, you will not be able to formulate strategies and will perform only improvised actions.
What to do?
The only solution to me is to discuss it. You GM needs to give you the proper time to plan actions, at least in-game. If the group cannot agree on how to play, you should consider changing the campaign. It's reasonable that you all have chance to organize between one scene and another.
Some things for the GM to consider
- A scene to plan the next step is a good chance to roleplay. We have a lot of fun making the characters discuss strategies, which can even lead to heated arguments, confrontations and drama. All those things create memorable moments for us to remember.
- To be able to plan beforehand is to act like a smart and prepared person, which is good for heroic characters. For the players, there is a feeling of being smarter than their opponents.
- You cannot stay exactly 100% of the time of the game session immerse. Immersion does not means "never get out of the character" but rather "stay in character while it makes sense".
- GM should remember that the main goal of an RPG campaign is fun and joy. People play together to create incredible stories. It should be good for everyone.
$endgroup$
add a comment
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2 Answers
2
active
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2 Answers
2
active
oldest
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active
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$begingroup$
Flag private discussions as such by narrating how they are kept private
My group runs a similar setup to this where we generally assume that the actions and discussions of the characters mirrors those of the party in some way. If we're making jokes around the table, our characters are making jokes while traveling or pulled up at an inn, etc.
When it comes to discussing tactics, it's the same thing: Player A can tell Player B "Use fire on the troll to stop it regenerating!" which then is mirrored by the character calling out this info across the battlefield.
Where it can get the party into trouble is exactly what you're describing: an NPC "overhears" the party discussing how they want to proceed in a given situation.
The way we generally handle it is the party tells the DM "My character pulls the Paladin aside (or out of sight, or whatever) and quietly says I think we should pickpocket the guard to get the keys"
The point is that the party is flagging to the DM that what they are saying is meant to not be heard by anyone but those characters/players involved. It also allows for a more narrative description of events. Everyone can imagine the action of the party members stepping around the corner and huddling up.
Meanwhile, those characters not actively in the huddle can keep watch for eavesdroppers by rolling checks. This allows players not actively involved in the discussion to still participate.
$endgroup$
add a comment
|
$begingroup$
Flag private discussions as such by narrating how they are kept private
My group runs a similar setup to this where we generally assume that the actions and discussions of the characters mirrors those of the party in some way. If we're making jokes around the table, our characters are making jokes while traveling or pulled up at an inn, etc.
When it comes to discussing tactics, it's the same thing: Player A can tell Player B "Use fire on the troll to stop it regenerating!" which then is mirrored by the character calling out this info across the battlefield.
Where it can get the party into trouble is exactly what you're describing: an NPC "overhears" the party discussing how they want to proceed in a given situation.
The way we generally handle it is the party tells the DM "My character pulls the Paladin aside (or out of sight, or whatever) and quietly says I think we should pickpocket the guard to get the keys"
The point is that the party is flagging to the DM that what they are saying is meant to not be heard by anyone but those characters/players involved. It also allows for a more narrative description of events. Everyone can imagine the action of the party members stepping around the corner and huddling up.
Meanwhile, those characters not actively in the huddle can keep watch for eavesdroppers by rolling checks. This allows players not actively involved in the discussion to still participate.
$endgroup$
add a comment
|
$begingroup$
Flag private discussions as such by narrating how they are kept private
My group runs a similar setup to this where we generally assume that the actions and discussions of the characters mirrors those of the party in some way. If we're making jokes around the table, our characters are making jokes while traveling or pulled up at an inn, etc.
When it comes to discussing tactics, it's the same thing: Player A can tell Player B "Use fire on the troll to stop it regenerating!" which then is mirrored by the character calling out this info across the battlefield.
Where it can get the party into trouble is exactly what you're describing: an NPC "overhears" the party discussing how they want to proceed in a given situation.
The way we generally handle it is the party tells the DM "My character pulls the Paladin aside (or out of sight, or whatever) and quietly says I think we should pickpocket the guard to get the keys"
The point is that the party is flagging to the DM that what they are saying is meant to not be heard by anyone but those characters/players involved. It also allows for a more narrative description of events. Everyone can imagine the action of the party members stepping around the corner and huddling up.
Meanwhile, those characters not actively in the huddle can keep watch for eavesdroppers by rolling checks. This allows players not actively involved in the discussion to still participate.
$endgroup$
Flag private discussions as such by narrating how they are kept private
My group runs a similar setup to this where we generally assume that the actions and discussions of the characters mirrors those of the party in some way. If we're making jokes around the table, our characters are making jokes while traveling or pulled up at an inn, etc.
When it comes to discussing tactics, it's the same thing: Player A can tell Player B "Use fire on the troll to stop it regenerating!" which then is mirrored by the character calling out this info across the battlefield.
Where it can get the party into trouble is exactly what you're describing: an NPC "overhears" the party discussing how they want to proceed in a given situation.
The way we generally handle it is the party tells the DM "My character pulls the Paladin aside (or out of sight, or whatever) and quietly says I think we should pickpocket the guard to get the keys"
The point is that the party is flagging to the DM that what they are saying is meant to not be heard by anyone but those characters/players involved. It also allows for a more narrative description of events. Everyone can imagine the action of the party members stepping around the corner and huddling up.
Meanwhile, those characters not actively in the huddle can keep watch for eavesdroppers by rolling checks. This allows players not actively involved in the discussion to still participate.
answered 7 hours ago
RykaraRykara
12.9k42 silver badges89 bronze badges
12.9k42 silver badges89 bronze badges
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add a comment
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$begingroup$
Once the game is on, you are the character
In my group, we also have a concern with immersive gameplay. So, when the game starts, we become the characters. So, is reasonable that everything we say is what the character is speaking. To each other, we talk always like the character. Everything we need to discuss the system or rules, we talk to DM only. Using your case as an example, we would discuss the plan to the interrogation during the travel or request to discuss this before we arrived at the NPC's door. Any question or comment regarding rules was directed to the GM, and then we interact with each other with the information in hand.
The problem seems that your GM is not even allowing a moment to interact with each other in-game. Without this, you will not be able to formulate strategies and will perform only improvised actions.
What to do?
The only solution to me is to discuss it. You GM needs to give you the proper time to plan actions, at least in-game. If the group cannot agree on how to play, you should consider changing the campaign. It's reasonable that you all have chance to organize between one scene and another.
Some things for the GM to consider
- A scene to plan the next step is a good chance to roleplay. We have a lot of fun making the characters discuss strategies, which can even lead to heated arguments, confrontations and drama. All those things create memorable moments for us to remember.
- To be able to plan beforehand is to act like a smart and prepared person, which is good for heroic characters. For the players, there is a feeling of being smarter than their opponents.
- You cannot stay exactly 100% of the time of the game session immerse. Immersion does not means "never get out of the character" but rather "stay in character while it makes sense".
- GM should remember that the main goal of an RPG campaign is fun and joy. People play together to create incredible stories. It should be good for everyone.
$endgroup$
add a comment
|
$begingroup$
Once the game is on, you are the character
In my group, we also have a concern with immersive gameplay. So, when the game starts, we become the characters. So, is reasonable that everything we say is what the character is speaking. To each other, we talk always like the character. Everything we need to discuss the system or rules, we talk to DM only. Using your case as an example, we would discuss the plan to the interrogation during the travel or request to discuss this before we arrived at the NPC's door. Any question or comment regarding rules was directed to the GM, and then we interact with each other with the information in hand.
The problem seems that your GM is not even allowing a moment to interact with each other in-game. Without this, you will not be able to formulate strategies and will perform only improvised actions.
What to do?
The only solution to me is to discuss it. You GM needs to give you the proper time to plan actions, at least in-game. If the group cannot agree on how to play, you should consider changing the campaign. It's reasonable that you all have chance to organize between one scene and another.
Some things for the GM to consider
- A scene to plan the next step is a good chance to roleplay. We have a lot of fun making the characters discuss strategies, which can even lead to heated arguments, confrontations and drama. All those things create memorable moments for us to remember.
- To be able to plan beforehand is to act like a smart and prepared person, which is good for heroic characters. For the players, there is a feeling of being smarter than their opponents.
- You cannot stay exactly 100% of the time of the game session immerse. Immersion does not means "never get out of the character" but rather "stay in character while it makes sense".
- GM should remember that the main goal of an RPG campaign is fun and joy. People play together to create incredible stories. It should be good for everyone.
$endgroup$
add a comment
|
$begingroup$
Once the game is on, you are the character
In my group, we also have a concern with immersive gameplay. So, when the game starts, we become the characters. So, is reasonable that everything we say is what the character is speaking. To each other, we talk always like the character. Everything we need to discuss the system or rules, we talk to DM only. Using your case as an example, we would discuss the plan to the interrogation during the travel or request to discuss this before we arrived at the NPC's door. Any question or comment regarding rules was directed to the GM, and then we interact with each other with the information in hand.
The problem seems that your GM is not even allowing a moment to interact with each other in-game. Without this, you will not be able to formulate strategies and will perform only improvised actions.
What to do?
The only solution to me is to discuss it. You GM needs to give you the proper time to plan actions, at least in-game. If the group cannot agree on how to play, you should consider changing the campaign. It's reasonable that you all have chance to organize between one scene and another.
Some things for the GM to consider
- A scene to plan the next step is a good chance to roleplay. We have a lot of fun making the characters discuss strategies, which can even lead to heated arguments, confrontations and drama. All those things create memorable moments for us to remember.
- To be able to plan beforehand is to act like a smart and prepared person, which is good for heroic characters. For the players, there is a feeling of being smarter than their opponents.
- You cannot stay exactly 100% of the time of the game session immerse. Immersion does not means "never get out of the character" but rather "stay in character while it makes sense".
- GM should remember that the main goal of an RPG campaign is fun and joy. People play together to create incredible stories. It should be good for everyone.
$endgroup$
Once the game is on, you are the character
In my group, we also have a concern with immersive gameplay. So, when the game starts, we become the characters. So, is reasonable that everything we say is what the character is speaking. To each other, we talk always like the character. Everything we need to discuss the system or rules, we talk to DM only. Using your case as an example, we would discuss the plan to the interrogation during the travel or request to discuss this before we arrived at the NPC's door. Any question or comment regarding rules was directed to the GM, and then we interact with each other with the information in hand.
The problem seems that your GM is not even allowing a moment to interact with each other in-game. Without this, you will not be able to formulate strategies and will perform only improvised actions.
What to do?
The only solution to me is to discuss it. You GM needs to give you the proper time to plan actions, at least in-game. If the group cannot agree on how to play, you should consider changing the campaign. It's reasonable that you all have chance to organize between one scene and another.
Some things for the GM to consider
- A scene to plan the next step is a good chance to roleplay. We have a lot of fun making the characters discuss strategies, which can even lead to heated arguments, confrontations and drama. All those things create memorable moments for us to remember.
- To be able to plan beforehand is to act like a smart and prepared person, which is good for heroic characters. For the players, there is a feeling of being smarter than their opponents.
- You cannot stay exactly 100% of the time of the game session immerse. Immersion does not means "never get out of the character" but rather "stay in character while it makes sense".
- GM should remember that the main goal of an RPG campaign is fun and joy. People play together to create incredible stories. It should be good for everyone.
answered 1 hour ago
Bruno EstrazulasBruno Estrazulas
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2991 silver badge8 bronze badges
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Luck is a new contributor. Be nice, and check out our Code of Conduct.
Luck is a new contributor. Be nice, and check out our Code of Conduct.
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Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Have you tried talking to your DM at all about this issue out of game, and how have they responded?
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– V2Blast♦
1 hour ago