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Dungeons & Dra.. What's a DM to Do? Power gamer killing everythin...including the fun
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1 year ago  ::  Mar 17, 2012 - 9:29AM #31
Centauri
Date Joined: Jul 21, 2004
Posts: 9,688

Mar 16, 2012 -- 11:56PM, DoctorBadWolf wrote:

Mar 16, 2012 -- 1:59PM, Centauri wrote:

Mar 16, 2012 -- 1:53PM, Kaganfindel wrote:

Don't ever let a PC interrupt your character's speech.


Phaugh.  I think if you're going to have the villain say something to the party, you should prepare it to be deliverd both as an opening speech and a dying breath utterance, just in case they get the drop on him or attack before he can finish talking at them.  If the speech doesn't work as a dying breath utterance, consider the possibility that it was trite villain monologuing that needed to be interrupted with fire.

If it's really that important, make the speaker a solo and have him say his peace during the bloodied phase.  


I decide when their attacks go off. They can say they're interrupting him, but that doesn't mean they get to.




Me: "Finnan (my character) doens't give a damn what the Sharran scum has to say. He whips his chain at his face, ready to kill. Can I roll iniviative now? "


DM: "Seriously? You want to just interrupt him midspeech?"

Me: "Do you really see Finnan sitting through it?"

DM: "OK, do you say anything?"

Me: "Of course not. I just try to kill him."

DM: "Roll initiative."


If the first DM response was simply "No.", he would probably be a crap DM.


In any case, you appear to agree with me that it's the DM's decision.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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1 year ago  ::  Mar 18, 2012 - 10:25AM #32
Krusk
Date Joined: Nov 30, 2005
Posts: 4,927

Mar 17, 2012 -- 9:19AM, LordOfWeasels wrote:

Actually, ONE player doesn't care what you're saying and wants you to move on.  You don't know what the others think.




Mine was a general statement not in regards to any specific story. I used plural to indicate "If more than one, or most of your players". If I am replying to a specific post I try to quote something or indicate it in some way. I can see that I may have been unclear though.

If one player does this it can simply be a disruption. If it happens with lots of players regulalrly its a sign. If it happens with one player, and the others seem ok with it, it can also be a sign that you have meek players and one willing to be vocal.

The ideal "mature reasoned" response is to say "dude your monologues are long and tedius, wrap them up", but people don't always use that. The "mature reasoned" DM response to being cut off should be to inquire with the group "Do you guys want me to cut them shorter from now on, or should I work to make them more interesting or something". Take it as an opportunity to open a dialogue and improve your game, not as an insult.

5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas.
http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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1 year ago  ::  Mar 18, 2012 - 12:09PM #33
Alzeric
Date Joined: Sep 5, 2010
Posts: 23
I agree with Krusk.

I have been guilty of long winded speaches and or break sequances with a bit too much railroad. And sometimes the players dig it anad some players dont and it's the DMs job to see the flow of the moment. Rolled eyes and side conversations are big hints, or even worse players leaving to go see what's happening at the warhammer table, or playing with cell phones.
Yea time to change the song and let your story hit the trash can. Roll init and get creative on other ways to steer the flow.

On the flip side sometimes you get the butthead that just likes to cause trouble, ones that start fights with every NPC, brawls in every bar, slaughters every possable prisoner, attacks everything hat moves without thought.  Feeling the pulse of the players is tricky there as sometimes they make things right themselvs as a RP issue and sometimes you just have to act supprised when things "go bad" for that charater especiaily if you think he is going to cause trouble even if he played a skald.

One of the problems I have with the newer mindset of D&D is the single serving mentality of the game and its players. So many come in to play the two hours a week with cut and dry rule sets and "from the book" DMs that when they get into real campaigns they need to relearn alot of the game.

Same is to be said to me I need to learn to tone down the immershion of the game and not make it a second life enforced on the players. Folks have jobs and kids (as do I) that come first.

To me being a DM is first and formost the guy whom's job it is to keep focus on the games number one goal and that is to have fun. I may not know every book or stat or item produced but I do know to read the players and keep them busy with what interest them.

So the topic of dealing with inturpted diaglog IMHO falls under the snap descision of a DM to decide if its a group feel, a butthead, or the DM overdoing it.  All three result in the same answer of "ok, roll them bones" it's how you deal with it afterward thats going to make it a positive or negative effect.
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1 year ago  ::  Mar 20, 2012 - 12:29AM #34
DoctorBadWolf
Date Joined: Aug 5, 2008
Posts: 6,743

Mar 17, 2012 -- 9:29AM, Centauri wrote:

Mar 16, 2012 -- 11:56PM, DoctorBadWolf wrote:

Mar 16, 2012 -- 1:59PM, Centauri wrote:

Mar 16, 2012 -- 1:53PM, Kaganfindel wrote:

Don't ever let a PC interrupt your character's speech.


Phaugh.  I think if you're going to have the villain say something to the party, you should prepare it to be deliverd both as an opening speech and a dying breath utterance, just in case they get the drop on him or attack before he can finish talking at them.  If the speech doesn't work as a dying breath utterance, consider the possibility that it was trite villain monologuing that needed to be interrupted with fire.

If it's really that important, make the speaker a solo and have him say his peace during the bloodied phase.  


I decide when their attacks go off. They can say they're interrupting him, but that doesn't mean they get to.




Me: "Finnan (my character) doens't give a damn what the Sharran scum has to say. He whips his chain at his face, ready to kill. Can I roll iniviative now? "


DM: "Seriously? You want to just interrupt him midspeech?"

Me: "Do you really see Finnan sitting through it?"

DM: "OK, do you say anything?"

Me: "Of course not. I just try to kill him."

DM: "Roll initiative."


If the first DM response was simply "No.", he would probably be a crap DM.


In any case, you appear to agree with me that it's the DM's decision.




Well, no. A PC's actions are the decision of the player. Which is a large part of why that DM would be crap.

Now, as a DM, I might ask the player  who wants to just shoot the BBEG right now, not listen to his lame speech (sometimes, from the character's perspective, the speech is lame even if it's actually awesome/important to the plot. the character isn't worried about the plot, or the finer points of his enemy's rhetorical skill.) to hold off for a second, perhaps have his character have an instinctive feeling that he or she should hear this to it's end, as it were. But if the player told me that he or she really could not imagine his character even listening to such a feeling...the PC's actions are the decision of the player.

Period. End of discussion.

As friends, we can stop for a second, go out of character, and talk about moving the story along rather than staying perfectly in character, etc, but I'm not within my rights, as DM, to decide for the players what their characters do, anymore than they are within their rights to tell me what my NPCs do.

More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.



Mar 8, 2012 -- 1:58PM, Skeptical_Clown wrote:

  I could say anything in D&D is silly though, because it's a silly game and we are silly people.

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1 year ago  ::  Mar 20, 2012 - 6:54AM #35
iserith
Date Joined: Jun 1, 2005
Posts: 5,196

Mar 20, 2012 -- 12:29AM, DoctorBadWolf wrote:

but I'm not within my rights, as DM, to decide for the players what their characters do, anymore than they are within their rights to tell me what my NPCs do.




Sounds like a trust issue. My players are welcome to create NPCs out of thin air or help guide the actions or personalities of NPCs in the game. Or come up with new stories and threads wholesale for me to introduce and flesh out. And I'm allowed to take the occasional liberty with their PCs as well if it helps round out the story. All parties work with an eye toward making things awesome.

The DM is a player and the players are also storytellers.

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
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1 year ago  ::  Mar 20, 2012 - 7:30AM #36
Centauri
Date Joined: Jul 21, 2004
Posts: 9,688

Mar 20, 2012 -- 12:29AM, DoctorBadWolf wrote:

Well, no. A PC's actions are the decision of the player. Which is a large part of why that DM would be crap.


Alright. The attack goes off. I still determine its exact timing and the effect on my NPC.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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1 year ago  ::  Mar 20, 2012 - 7:44AM #37
Tubaman
Date Joined: Sep 21, 2009
Posts: 626
monologues are best delivered as ghostly voices that talk to the PCs as they're moving to meet the BBEG...

or as dying declarations.  "what? you chopped off his head? well, aren't you just that much more surprised when his severed head's eyes open up gliwing red, and a creepy otherwordly voice issues from its mouth and says 'stuff is gonna happen, beware!'"

Or in between multi-stage encounters....say the BBEG teleports or runs away at some point and you hear his voice echoing down the hallway, goading you on or cursing your persistence.   
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1 year ago  ::  Mar 20, 2012 - 9:45AM #38
Sydonis
Date Joined: Jun 21, 2008
Posts: 658

Mar 16, 2012 -- 1:59PM, Centauri wrote:

I decide when their attacks go off. They can say they're interrupting him, but that doesn't mean they get to.


No, no, no, no, no.  Absolutely 100% not.  If the player really wants to make an attack, its not your call to just say "No".  

The only difference between the players and a GM is that the GM controls multiple characters, and has immediate control over Non-player encounters only.  Nowhere in the Rules Compendium does it say "GM's can control a player's character during monologues".  GM's who believe so need to contemplate on the size of their egos.

Many GM's become just as power hungry as players who want to optimize, and control parts of the game they have no right to control.  You may control the history of the world, but you do not control the actions of the players.  As such, if a player wants to make an attack to interrupt an enemy's speech, they are well within their right.  Just make sure the player understands what they're doing before they follow through with the action.

How often do heroes sit back and listen to an entire monologue?  Almost never, unless they're restrained; if anything, villains have to keep monologing during combat, because heroes just don't care.  Anyway, if a villain can't hold off a group of heroes for long enough to finish their speech, they don't deserve to give one.

That said, we each come to the game for our own reasons.  If speeches are really important to you, and you enjoy a good monologue from a villain, just ask the players to chill while your npc's are making speeches.  If one of your players really loves interrupting speeches, then find balance:  let them interrupt half of the speeches, and ask him to chill for the really epic ones.



As for the optimized player:  you can give the other players access to optimization forum, or you can (ask him to) de-optimize his character.  I usually go with the former; players love getting free stuff, and absolutely hate losing stuff they're already got.  Its not too big a deal to optimize other characters and increasing the power of all monsters and encounters.

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1 year ago  ::  Mar 20, 2012 - 9:55AM #39
iserith
Date Joined: Jun 1, 2005
Posts: 5,196

Mar 20, 2012 -- 9:45AM, Sydonis wrote:

No, no, no, no, no.  Absolutely 100% not.  If the player really wants to make an attack, its not your call to just say "No".  

The only difference between the players and a GM is that the GM controls multiple characters, and has immediate control over Non-player encounters only.  Nowhere in the Rules Compendium does it say "GM's can control a player's character during monologues".  GM's who believe so need to contemplate on the size of their egos.

Many GM's become just as power hungry as players who want to optimize, and control parts of the game they have no right to control.  You may control the history of the world, but you do not control the actions of the players.  As such, if a player wants to make an attack to interrupt an enemy's speech, they are well within their right.  Just make sure the player understands what they're doing before they follow through with the action.

How often do heroes sit back and listen to an entire monologue?  Almost never, unless they're restrained; if anything, villains have to keep monologing during combat, because heroes just don't care.  Anyway, if a villain can't hold off a group of heroes for long enough to finish their speech, they don't deserve to give one.

That said, we each come to the game for our own reasons.  If speeches are really important to you, and you enjoy a good monologue from a villain, just ask the players to chill while your npc's are making speeches.  If one of your players really loves interrupting speeches, then find balance:  let them interrupt half of the speeches, and ask him to chill for the really epic ones.




"You want to attack? No problem. Roll initiative. Okay, I win and make my speech. You're on deck." The speech has no mechanical effect. I'm not telling the character "No." It's outside of the rules of engagement and in the realm of story which the DM has control over, even total control if you want to play it that way. (I don't.)

Not that any of my players would be so rude as to interrupt a good monologue from a villain in the first place. I wouldn't interrupt the party's cleric or bard when he or she did the same. It's a racial feature called, "Don't Be a Jerk," and everyone at the table has access to it even the DM. One hopes everyone takes full advantage of it.

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
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1 year ago  ::  Mar 20, 2012 - 11:36AM #40
Centauri
Date Joined: Jul 21, 2004
Posts: 9,688

Mar 20, 2012 -- 9:45AM, Sydonis wrote:

Mar 16, 2012 -- 1:59PM, Centauri wrote:

I decide when their attacks go off. They can say they're interrupting him, but that doesn't mean they get to.


No, no, no, no, no.  Absolutely 100% not.  If the player really wants to make an attack, its not your call to just say "No".


That's not what I'm talking about. He can make the attack, but the DM decides the exact timing and the effect on the NPC. Those are definitely things the DM contols, though hopefully not with an oppressively heavy hand. Allowing an NPC to finish a monologue is a pretty benign usage of that control.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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Dungeons & Dra.. What's a DM to Do? Power gamer killing everythin...including the fun
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