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What to do about a GM that does not allow for out-of-character discussion?


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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?










share|improve this question









New contributor



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  • $begingroup$
    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


















5














$begingroup$


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?










share|improve this question









New contributor



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






$endgroup$















  • $begingroup$
    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














5












5








5


1



$begingroup$


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?










share|improve this question









New contributor



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






$endgroup$




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






share|improve this question









New contributor



Luck 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



Luck 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



share|improve this question








edited 1 hour ago









V2Blast

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asked 8 hours ago









LuckLuck

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Check out our Code of Conduct.
















  • $begingroup$
    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





$begingroup$
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











2 Answers
2






active

oldest

votes


















4
















$begingroup$

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.






share|improve this answer










$endgroup$






















    2
















    $begingroup$

    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.





    share|improve this answer










    $endgroup$
















      Your Answer








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      2 Answers
      2






      active

      oldest

      votes








      2 Answers
      2






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      4
















      $begingroup$

      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.






      share|improve this answer










      $endgroup$



















        4
















        $begingroup$

        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.






        share|improve this answer










        $endgroup$

















          4














          4










          4







          $begingroup$

          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.






          share|improve this answer










          $endgroup$



          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.







          share|improve this answer













          share|improve this answer




          share|improve this answer



          share|improve this answer










          answered 7 hours ago









          RykaraRykara

          12.9k42 silver badges89 bronze badges




          12.9k42 silver badges89 bronze badges


























              2
















              $begingroup$

              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.





              share|improve this answer










              $endgroup$



















                2
















                $begingroup$

                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.





                share|improve this answer










                $endgroup$

















                  2














                  2










                  2







                  $begingroup$

                  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.





                  share|improve this answer










                  $endgroup$



                  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.






                  share|improve this answer













                  share|improve this answer




                  share|improve this answer



                  share|improve this answer










                  answered 1 hour ago









                  Bruno EstrazulasBruno Estrazulas

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