Roleplaying Games


Tonight’s session revolved around the investigation of a galleon from Kobol, found orbiting the flux tube between a gas giant and it’s closest moon. The fleet had been looking for tylium to tank up, found it on this small moon that is on the verge of dropping into its parent gas giant — that planet badly attenuated by the nova that had created a planetary nebula around a white dwarf. The nebula has similar radiation signatures to Ragnar that damage Cylon circuitry…but also has high levels of gamma that make it unsafe for the fleet to hang in the area for long. (Inside the upper levels of the planet’s atmosphere, where the moon is scrapping, the magnetic field of the planet protects from that radiation…but the microwave interference is intense. The ship is just inside the atmosphere, and the mission must content with high winds, tremendous energy flows, and landing on a derelict that has a strongly charged hull.

The players stage a mission with the scientists they can find to work it: Baltar (now the new science minister for the fleet), an astronomer, a doctor and a few medical specialists, a deputy marshal with degrees in divinity, literature, and a minor in archeology. One of the PCs is playing Baltar, another one of the pilots on the mission. They have to fly through heavy chop, avoid the flux tube, and land the shuttle while making sure their shuttle’s electrical system is ready to handle the massive shock of touching down on the derelict. The landing is harsh and does some damage to the shuttle, but it’s still operational.

Once aboard the fan out and search a very small area of the craft. The hull is at an angle to the planet’s center of gravity, so “down” is about 25 degrees from the floor, toward the aft. They have to careful and most of the team got minor injuries slipping and falling. The descriptions of this ancient vessel were horror movie-esque: it’s dark, there’s the constant noise of the thin atmosphere outside hitting the hull and strange creaks and groans from a stressed hull and heat expansion and contraction. The ship has damage from millennia of exposure to the atmosphere, but also from weapons hits. They find bodies of the passengers, dead from explosive decompression. They find momentos — pictures, personal effects, all which evoke the same sense of panicked flight and loss as in their own fleet. These were people on the run, as well.

The interior is very stripped down; the ship was a refugee vessel — they didn’t bother with hiding wire conduits, air pipes, etc. They find toolboxes and other implements that are shockingly similar to what the Colonials use — screwdrivers, ratchet wrenches, staplers, etc. They see a large seal on the end of the hangar bay with a Phoenix symbol that is similar, but not the same as that of the Colonies. They find the astronomy compartment and star charts and other important pieces of information — most of it intact enough to take away, but who knows what will happen when it is exposed to air? They find the bridge, which I described to evoke the old McQuarrie design for Galactica from the original show…but sitting in the command chair is a massive figure — a blond man, of amazing physical beauty and proportions — 7 and a half to eight feet tall, well-preserved. He is dressed in black combat armor that has a vaguely Spartan quality to it, and is holding the pistol — perhaps an energy weapon — that he used to take his life. The sigil of Apollo adorns the armor.

They find the machine shops and they are staggering — 3D printers of incredibly advanced design for metal, plastics, flesh. And they find several gold-skinned androids fashioned to look like women, each with a unique face and body — the archeologist posits these are some of Hephaestus’ “golden women” that aided him in his forge. Their myth/religion is coming alive.

Eventually, they have to return to Galactica, which is providing overwatch for the mining vessels going after the tylium on the moon surface and we ended there for the night.

This was a big push episode — not only to push the game in a new direction from the show, but to heighten some of the conceits of the RDM Galactica — that the characters are playing out a variation of a story told over and over again, and how do they break the cycle? I’ve heightened the Greek myth aspects of the show and added more traditional science fiction elements — the Lord of Kobol existed, but were they simply some kind of souped-up humans, were they supernatural, and what was this “Blaze” that was warring on the Lords? Why did the humans have to flee Kobol, apparently guarded by Kobolians/Lord of Kobol? And who are the new humanoid Cylons — did the Cylons the Colonials created make these new fleshy versions (and why, if they despise humans so much?) or are they some kind of creation by Kobol? I’ve also pulled in elements from the old show — including the Ship of Light, which one of the PCs has seen in his visions of Kobol. But what is it — a ship?

Tonight’s adventure was fairly quick, partly because the player that runs a marine character didn’t show up — meaning a large portion of the action happened offscreen. In this, the players assault the mutineer-controlled Astral Queen. The last post talked about the deal that the PC commander had cut with one of the mutiny leaders, a Colonel Seii, and convinced him to aid in the raid of the prison barge by removing Tom Zarek from play, and how two other PCs — the vice president and a deputy marshal — had been captured.

The evening launched straight into the set-up. A raptor jams Astral Queen‘s DRADIS and comms while vipers set up a cordon. Four raptors approach — to are decoys and land on the hangar bays, trying to gain access, while another two deliver teams that burn through the hull to raid the ship with 20 marines (led by four officers — one of them a PC pilot.) The main conflict is quick — Seii had arranged for the main force of armed mutineers to be responding to the decoys while getting himself in close proximity to Zarek and his close confidants — and the mutineers are badly routed by the raptors using their navigation spotlights. (Anyone whose seen an aviation navlight knows they’ll burn your damned eyes out, practically. The pilot engaged a few bd guys, but quickly got to the bridge, where the vice president witnessed Seii staged a quick, violent takeover that killed Zarek.

The commander managed to portray the incident as infighting between the mutineers and painted Seii as a hero of the piece, hoping to bring the unjustly disgraced man into the Fleet again, and was able to convince the civilian authorities to go along with it.

The night’s action showed yet another sharp turn off from the show. Without Zarek as a constant distraction, the fleet politics are more stable, but it also allows one of the PCs — a member of the quorum, a former gang leader turned local politician, and unwilling ally of the Cylons in the fleet — to move into the main political antagonist for the game. There’s still the tension of the show, but the main characters of the show are steadily being sidelined for player characters and campaign-specific NPCs.

Next week: the Libran galleon mission.

Last week’s game session of Battlestar Galactica continued to see us pull from the RDM show, then twist it to fit our campaign. Events have led the fleet to look for more resources, as they don’t know how far their journey will take them. They’ve found tyllium on a moon in the upper levels of an attenuated gas giant in a highly hostile star system with a planetary nebula around a white dwarf. The radiation and ejecta are enough to be dangerous to the smaller ships, but also has the same Cylon-tech jamming signature of Ragnar. The upper atmosphere of the gas giant and it’s magnetic field cut much of the harmful radiation of the nebula, but has its own dangers.

They had found, in the previous night, a derelict galleon (they think) from Kobol that had the markings of the Libran tribe. They immediately add a mission to the hulk in addition to the mining operations they are going to have to run. The mining will be highly dangerous and the fleet population has been reticent to volunteer for hours of hard labor in a space suit exposed to high levels of radiation from the nebula and the planet’s electromagnetic field. As in the show, the vice president (a PC), decides to try and get some of the prisoners to volunteer for the work in exchange for points to release or expedited release for some of them.

As in Bastille Day, this leads to a hostage situation, with the Vice President, the Tauron delegate to the quorum (a former actress), and a PC police officer guarding them being taken by Tom Zarek and another leader of the mutiny — a new character named Janus Seii. Seii is a former colonel in the special forces that worked specifically for the Office of the President running high-level security checks, doing counterterroism, etc. He had been railroaded by the admiralty four years ago, allegedly for embezzlement of black bag funds, but there were always rumors that there was some political issue or that Seii had pissed off the wrong flag rank officers. He doesn’t even have a personnel file — he was being transferred under a simple convict number. Seii is convinced he was to be killed by some elements in the government and specifically the president, who was Minister of Defense at the time, and was not hot to save the colonel.

The prisoners move Astral Queen close to a few liners to prevent being shot down and issue an ultimatum — elections and release of the prisoners. The commander of Galactica (and son of the president) is a PC: he negotiates a meet with Seii in space, raptor to raptor and explains how the conditions in the fleet aren’t much better than prison, that they are willing to run elections — which were supposed to be in the offing in six months anyway, and agrees to release the 500 or so prisoners that haven’t taken part in the mutiny aboard Astral Queen. He has one condition for this — assassinate Tom Zarek. He’s a malcontent, arrested for terrorism and his first action is to take hostages and a ship. He’s a danger and will be divisive and dangerous force in the fleet. Seii agrees and offers to make sure the most dangerous of the prisoners are defending the ship when Galactica moves to board the vessel.

The sticking point is the president. The commander defends his father, but hears how Seii had been onto some kind of subversive or treasonous element in the contractors to the Fleet’s expeditionary fleet. He suspects he was onto the Cylon infiltrators that helped destroy their defenses, but he was shut down by large political forces — perhaps even President Adar — who were indebted to their contractors. Whether they knew it was Cylons, he doesn’t know. Whether the president is a Cylon “puppet”, he doesn’t know. They agree that the political and military leaders have to be tested for Cylon hardware, or bloodtests for being Cylons.

The evening ended there, but it’s opening the campaign to a new direction. Until this point, the characters were trying to follow the laws and norms of their society…now the commander is cutting corners. If it works, will he be horrified by his actions (or suffer consequences for acting without authorization by the civilian government), or if he’ll be tempted to take the easy route and start a slide toward military rule.

There was also a comedic/frightening bit with the Tauron delegate and the cop trying to escape that led him him getting beaten pretty badly, as well as discovering that the delegate is a drug addict. (They had arranged for first aid, took out the guard and prisoner/nurse, and “escaped” into the ship…where she helped him recover from his injuries with a judicious shot of morpha. She also partook. So, high as kites, outnumbered, and not overly competent, they were preparing to go Die Hard on the terrorists. Or hide. Or something…

The night’s play showed how you can take elements of a licensed property and play with them, keeping enough bits of an episode — in this case — to tease the players into thinking things might go one way, only to let their actions led you away from the path the original material took.

This gaming problem child can be a subset of the Mope or the Spotlight Hog: the Lone Wolf. The Lone Wolf is a gamer for whom the experience isn’t communal or cooperative; it’s their time to shine. This is the gamer that doesn’t play well with others, splits the party whenever he can, stabs his party-mates in the back, starts fights with other players, or is otherwise disruptive because it draws attention to them.

How do you handle the Lone Wolf? Depends on the nature of the creature. Is he actively disrupting the game with out-of-play comments, or taking actions in (or out) of game to annoy other players? Pull them aside at a break and explain to them that their behavior is unacceptable.

Do they keep splitting the party, then trying to keep the spotlight on them? You could go for the traditional hit them with more opposition than they can handle, but I like to keep the other players involved by having those players roll for the opposition. This can be a lot of fun for those not involved in the plot line to feel they are still involved in the social aspect of the game. (There’s also a lot of schadenfreude that can be enjoyed when that player rolls really well for the bad guys.)

Usually, the Lone Wolf isn’t going to hang in the game for too long, especially if they start noticing they are pissing off the rest of the group, or get called on their actions. But in the event they do, you may have to explain the concept of courtesy to them. In more extreme cases, it’s perfectly appropriate to show them the door.

Runesligner, a regular poster on this here blog, had a wee contest to see who could do up the most interesting, setting appropriate characters for Hollow Earth Expedition. I tossed him two entries, simply because i couldn’t make up my mind which would be better — Trapp Sommers and a HEX homage of an NPC I created for the old Victoriana, Lord Mace — a debauched spy/orientalist with a penchant for the occult and pornography. Both won.

Head over to the excellent Casting Shadows site — he’s got some good stuff over there.

Ah, the mope…this is the player that just pulls the life out of the game. He might be the guy that sits in the corner, quietly waiting for the moment when they get to roll some dice, or they might be the guy that is actively involved in the game, but their attitude sucks — “My dice are fucking me!!!” “Man, this sucks! Why can’t we do X?”

I’ve had a couple of these over the years. One of the worst was the guy who min-maxed his character to alway be combat-inventors…they had zero social skills and would either not put in anything to the game or would make useless asides until it was their turn to roll some dice in combat. Every character was some version of this archetype.

Another was the guy with anxiety disorder who would get involved, but his personal discomfort was so palpable it made the other players uncomfortable. Few people enjoy being around someone obviously unhappy about being there. Similarly, another player was having some serious personal issues that provided him a palpable dark cloud of suck that followed him around. You could feel him moping, perfectly quiet, in another room.

The “my dice are fucking me!” guy was so scattered he couldn’t remember the basic mechanics of a game he’d been playing for two years. Worse, the above-mentioned moment was accompanied by him dropping to his knees in exasperation. It’s still one of the most memorable gaming moments for me in 30 years of playing. He was uncomfortable with the group, mostly due to some interpersonal dynamics going on.

The last example was a goth kid that spent the whole session in a light-hearted B-movie RPG playing the — you guessed it, gothy vampire kid with his killer ferret! Every action wasn’t just an attempt to hog attention, but to piss off the rest of the players. (We’ll probably see in him the next installment, as well…)

All these players have one thing in common — they are mopes. They tend to lurk in the room, obviously uninterested, uncomfortable, or otherwise miserable. There’s no real attempt to hide it, and their attitude can be infectious. Even when it is not, the fact people around them are having fun while they are not does not raise them up; they are more miserable than ever. So what do you do about the mope?

1) Find out what is bothering them, if it is something associated with the game, group, or another factor that the group and GM can address.

2) If it’s conflict with another member, perhaps it can be sorted out with a simple airing of differences on the side. The worst ones here, and guaranteed to eventually lead to the player dropping out, is if the conflict is between spouses or lovers. When a romantic relationship collapses between members, usually you lose both players. If there’s another player in the mix as well..? Oof!

3) If it has to do with the game, the setting, their character — these are easiest. Find out what will engage the player and try that. But there’s always the possibility that the player doesn’t want to play Mouse Guard. They joined to play Pathfinder, but everyone else after trying the former thought it would be fun to do that. Compromise. Rotate the games. Maybe split the group and have a second night (if feasible) and play one or the other.

4) Maybe it’s something that can’t really be addressed. The anxiety attack player had real issues that he was on meds for. He couldn’t eat around other people, so he never joined in the food. He wasn’t being rude — that he was there at all showed an interested. The personality just wasn’t especially convivial. Worse, he girlfriend was there…and was a spotlight hog, specifically, the wannabe actress type. They didn’t last too long. In this case, do what you can to accommodate the player. If there are special food needs, address them. If there’s a seating issue, try to cover that, as well. But you can only bend so far before you are inconveniencing the others in the group.

Ultimately, the goal should be to make people feel comfortable, and you should try to make that happen — but ultimately, this is a “needs of the many” situation, and if you cannot keep the mope from draining the life from the group, it might be necessary to ask them to leave. It’s never fun, and in a hobby that has a rarified population few want to lose a player of any kind, but sometimes it is necessary.

Can you think of ways that these respective examples (or others you could provide) might be addressed? Please share them in the comments.

This week’s Battlestar Galactica continued to move away from the TV show canon, while trying to actually one-up the style and flavor of the same. Looking for resources to mine, a recon raptor discovers a moon orbiting in the upper limits of a gas giant’s atmosphere — the word have been severely attenuated by the white dwarf it orbits when the star went nova millennia ago. The whole system is engulfed in the planetary nebula of the nova, awash with radiation — including the signature that affects Cylons — and debris. It’s far too dangerous to hide the fleet in, but the moon is somewhat protected from the nebular radiation by the strong, also dangerous, magnetic field of the gas giant.

They jump in to do a survey of the moon, battling strong atmospheric currents, the magnetic field of the gas giant and the powerful flux tube along the field line connecting the moon to its primary. They discover remnants of a settlement, badly eroded by micrometeorite, gas friction, and other elements…perhaps a mine? they estimate, based on the damage the place has been there for over 2000 years.

Despite the heavy DRADIS interference, they pick up on a massive object that seems to be trapped, circling the flux tube…it turns out to be an ancient, massive vessel that the pilot (the CAG, a PC) recognizes from a recurring dream I’ve been describing, as one of the galleons that brought humanity to the 12 Colonies!

A quick sketch i whipped up for the session...

A quick sketch I whipped up for the session…

The markings are those of Kobol-era Libra — the ancestors of the Librans, whose population we’d remarked on several times, has been historically much lower than the other Colonies. There was damage to the craft, indications of weapons impacts among the millennia of damage done floating in the atmosphere of the gas giant. They were making plans on how to board an investigate — having to take into account the heavy energy fields, the charges the recon raptor or shuttle’s hull would pick up, how to communicate through heavy communications interference, etc…

We ended there, but the hope is that the hulk will provide a key to the location of Kobol, and Colonial prehistory. The episode also shows how you can veer from the direct plot of an RPG setting based on an established property, and still keep — or enhance — the feel of the original material. In this case, the visions characters are having started as very ephemeral or confusing, but as events happen, they are making more and more sense.

One of the central tenets of Battlestar Galactica –both the 1978 and 2004 shows — was that the characters were trapped in events that were bigger than just their exodus. In the original show, the “ship of light” and its angelic beings were somehow interested in the plight of the Colonials; similarly, the Final Five were shown as being of light, draped similarly in white, and the “ship of lights” is riffed on in one of Starbuck’s paintings.

What I’ve been working toward is establishing that there may be some kind of cosmic force that is continually playing out this cycle of collapse, discovery, and rebirth over and over again, with differing protagonists and antagonists…but always toward some end that is unknowable. Kobol may be the home of godlike creatures that were overthrown by an angry, jealous “Blaze” (as per the cut scene in Kobol’s Last Gleaming), or maybe they themselves were just one set of oppressor-turned-oppressed in the Great Cycle.

I’ve kept the Scrolls of Pythia as a major plot point, but added the Aurelian Heresies — an apocrypha that might predate Kobol, itself — and which has strong influences from the Eleusian Mysteries of Greek myth — a cycle of decent into the underworld or some deadly event, self-discovery or rehabilitation, and the resurrection or rebirth of the character/civilization/etc. It ties tightly to Hades and his capture of Perephone, and I’ve dropped hints that “the Blaze” may have been Hades revolting against the Lords’ rule…but maybe not. Every point here has been to enhance the mystery and mysticism of the setting, but to temper it with some of the characters positing more sensible reasons — the Kobolians were some kind of alien race than made humans; the Kobolians were just exceptional humans; they were the Cylons of the Titans…

Don’t be shy when running a licensed setting to shred what you don’t like, pump up what you do, and go your own way. Your game is best thought as a reimagining, not a canon-inclusive sideshow. This gives the characters the chance to be the heroes, having real influence on their universe, instead of heroes playing in the shadow of the people in the property.

This player was a lot more common in the bad ol’ days of role playing, when the games were still mostly wargames with character rules bolted on. (It’s also one of the reasons why combat rules are usually a chapter long in modern games, but other skill rules fit in a page or two.) Knowing the rules gave you an edge over the dungeon master, with whom you had an adversarial relationship, rather than a cooperative one for telling a story — the DM spent his time coming up with ways to screw with you and your party; you tried to outsmart him. Knowing you got a +1 on a such-and-such test because of certain factors might make the difference between success and a TPK (total party kill, for those not playing D&D.)

The rules lawyer is still alive and well in gaming. Most of the ones I’ve run into are involved in the vampire LARPing scene, where the antagonistic relationship between characters and between the characters and the storyteller remain a central aspect of play. In modern tabletop games, the relationship between the game master/storyteller/dude who’s not a storyteller, but a facilitator for your gaming enjoyment (barf!) is more cooperative, and the rules usually reflect this by being much more minimalist or fluid. This isn’t the environment for a rules lawyering gamer to thrive…but there they are.

Often the rules lawyer now uses the rules to maximize his benefits at character creation, much like the min-maxer, but the rules lawyer focuses on mechanics that allow them to tweak the flow of play to their advantage. So they might take assets (or whatever they’re called in your favored system) like luck, where they can reroll a test, or something like Intuition in Cortex, where they can ask a question of the GM (usually a yes or no question) to skirt the plot.

In modern games where combat is more prevalent, the rules lawyer is much more effective. They know that a certain maneuver allows this benefit, they hang on the wording of a rule regarding social interaction, or how hacking “works”, and use that knowledge to browbeat the GM (or the group, if it’s a GM-less system) into ruling in their favor.

The rules lawyer was, in the past, much more of a nuisance than they tend to be now — but I admit I also don’t play stuff like D&D or Pathfinder where the benefit of lawyering might be more fruitful. In the early days of RPGs, the dungeon master was “god” in his world — and it was almost always a “he” — creating the setting, the adventure, managing the opposition to challenge the players. Rulebooks showed their wargaming past and were packed with minutiae on various tasks. It was hard to know it all well. Rules lawyers could leverage their knowledge of the rules to question the campaign’s architect. Now, it’s expected that the players will have some say in how the plot unfolds outside of succeeding or failing at a test. Plot/hero/story point mechanics allow them to “bribe” the GM to give them a certain result (and vice-versa), rules are less structured and important to the outcome of a scene (FATE can go so far as to go single test for combat with the player stating the preferred outcome), and gamemasters are more likely to working to help the players succeed than to kill their characters off. That makes rules lawyering much less necessary, or effective, than in early generation RPG mechanics.

So how to handle the rules lawyer? You can go with the time-honored “DM as campaign god” with your decisions as inviolate. Or you can set yourself up as a judge or referee, interpreting the rules to the situation — “I know it says the monster gets a -2 for the slippery surface it’s on, but the sheer size means that it doesn’t have to move around as much, so I’m not applying it…” Or you can give the rules lawyer a statute of limitations to argue their point and change the ruling and edit the story. You want to argue a rule that gives you that +1 you need to succeed in stopping the trap from springing? You’ve got a minute to find me the rule, or we move on with events. This gives the rules lawyer — who gets their enjoyment from that argumentation — time to have their fun, maybe have more of an effect on the play, but limits their ability to halt play over some point of procedure.

 

This is a variant of the “rules lawyer” we’ll get to in another post — the min-maxer is a particular problem in that the player really isn’t doing anything wrong, per se. They’re trying to tailor their character to their role, and this is admirable…but it can lead to narrative issues down the line.

One of the standard min-max techniques in Dungeons & Dragons is to pump a character up on their physical stats, but slight charisma, so that they are a survival monster, but something of a duffer in social environments. This is understandable when one considers that the stereotype of the gamer is a maladjusted type that can’t get a girlfriend. But that’s a stereotype…most of the gamers I’ve met are fully functioning human beings (but when the stereotype is in effect, whoo boy!) By slighting charisma, the players are doing a cost-benefit analysis, and erring on the side of being able to kick the crap out of the monsters and live…shmoozing at the tavern is not a priority.

This sort of cost-benefit design shows up in other settings, as well, and has the main side effect of making the character annoyingly good at some particular set of skills, often to the detriment of creating surprise, suspense, or a sense that failure is possible. A few examples:

One of my former group commonly would design their characters in our Victorian science game to be social and charisma masters. This made sense because 1) this was her fantasy, to be attractive, engaging, and sexy, and 2) it was the equivalent of maxing for social “combat” — the primary venue for a female character of the upper class in the setting. However, it meant that she would often run roughshod over NPCs of power and created connections that quickly put the character and her companions in a very rarified strata where they were essentially untouchable from a legal and political sense. To balance her out left other characters so outgunned that they were simply props in these social scenes. However, they would often flub rolls due to the higher difficulty this primary character created, and hence her friends would cause her trouble she would have to smooth over.

Another would be the detective who is uncannily good at sussing out the truth. The character was built with incredible analytical skills, intuition benefits that allowed them to make deductive leaps that made it very difficult — if they asked the right question — to disguise intent or guilt of NPCs they were investigating. This in itself isn’t too bad; you can find ways to adapt a good mystery by creating more layers of intrigue or guilt. However, he was also built with sixth sense skills, enhanced reflexes, all the sorts of things that make him the combat monster of the traditional sense. To challenge this character, I’ve had to either throw serious number of bad guys or very tough ones at him, or I have to come at the problem sideways such as giving him a problem he couldn’t dodge his way out of…and that’s the trick with a min-max character:

When you need to challenge them, one thing you can do is give them something outside their specialty to do. If you can split the party, give the bad ass with the low intelligence the riddle to solve. Give the thief a situation where they have to talk their way into a place to steal the object in question. (Shoulda put more than a 2 in charisma…shouldn’t ya, sport?)

Another is to play to their weaknesses. Most newer RPGs have some kind of weakness or trait system that either compels a response (usually for a reward) or or has a mechanic to adversely affect the character. So that tough guy is afraid of snakes, huh..? Shame to get to the McGuffin they need, he has to go through that room of dangerous asps. That thief is great in a building, working on locks and such, but never really got used to heights…and the way out, it’s through that 6th story window. Maybe that alcoholic pilot shouldn’t be drinking so much before an important dogfight.

The main thing I think a GM can do is to work with the players during character creation to decide exactly how far they want to push a certain trope. Sometimes, even in a campaign like a pulp game — where the characters are supposed to be over the top — you can go too far and have a character that “breaks” the game because they are just too much. (I actually designed a character like this for a player that seemed great on paper, but once in play just trashed the reality of the setting.)

This was an earlier piece that I’m including in this new group of essays on “problem kids” at the role playing game table:

We’ve all had some version this guy/gal in our groups. They get their moment in the spotlight during the session and just don’t seem to be able to let it go. Maybe they’re someone that every day is a “me day.” Maybe they don’t get to play often and just get overly-enthusiastic. Maybe they GM much of the time and are used to being the center of the group. (cough me cough) Maybe they’re the wannabe actor/tress for whom attention is the thing, more than the play. Maybe they just talk…a lot. (You can tell what spurred this post, can’t you?)

So how do you shut down the spotlight hog without hurting their feelings, being to obvious about it, or being a jerk? If you tend to be a hands-off GM, it’s going to be harder to move the action along than if you are a bit more active. For me, as a narative-type who likes to be involved more with the play than a simple “What do you do?” sort of GM, it’s a matter of engaging the player first, then shifting the focus of of them in a way that feels natural.

Example: The GIQ is doing a bit of expounding on the legal complexities of the adventure or mission the characters are on. It should be a simple bit of exposition, but the player (as well as the character) is a lawyer. And a bit long winded. Okay, knock off the “a bit”. He’s been on a roll for about five minutes, already, and has missed the queues from one of the other players — the equivalent of “Read you. Press on.” In the interest of advancing the plot and letting other characters get a bit of “scene time”, it’s time to step in as a GM.

At this point, I engage the player sort of like a director talking to an actor. Get into his mind space, or his emotional state with a few pointed questions. I’ve got his attention now. I shift the attention to the character he was talking about — how do you feel about this? What’s your perception of the information? Now the attention is on the other player and I can get the other players back in.

Now, I’ve found that 9 times out of 10, you’ve just fixed the problem. But sometimes GIQ is not going to want to relinquish the spotlight so easily. If you have successfully moved the attention — even for a moment — a simple upraised finger  (a “wait” finger) should do to keep that player sidelined long enough for the other players to get their say in for the scene, then return the spotlight to the player, or move on.

This is the gentle way to use social judo to take control of your game when necessary without coming off as a jerk.

Any other techniques out there?

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