| Geno |
So, recently, I had something happen that I had mixed feelings about. In a game I've been DMing, the group spent nearly two hours on non-stop, in-character conversation. Everyone involved was enjoying themselves, and as a DM this made me feel like the game world was really coming alive, something I always strive for in my campaigns.
That said, there was one inescapable truth that prevented me from fully enjoying this conversation; I wasn't part of it. For two hours straight, I was completely and totally without anything to do but listen. In other words, I, the DM, was bored. That in and of itself was new to me, but I just did not know what to do. I didn't want to interrupt, and in-game there was no good reason to do so anyway. They were all just meeting for the first time, basically explaining their back-stories to each other, with the first fight several NPC meetings away.
So, my question; How much in-character talk is too much? Has anyone else had this problem? Is there a good way to mitigate it? Or, perhaps, is it better to just avoid situations where it could happen altogether?
| Geno |
This is where it pays to have NPCs that are well-liked by the party. :)
Probably, but in this specific situation (and there have been several similar since) there aren't always NPCs around to play. The group has a habit of chatting while they're walking from place to place, and will often spend the time it takes to make and break camp in real-time, so they can chat.
I enjoy hearing their conversations, but as I can't be part of them, it does leave me somewhat high-and-dry, so to speak.
| Aranna |
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Yeah, if there is an NPC nearby even a random one that could overhear feel free to join in as that NPC. However in the case you have where they are basically alone... let them talk. I once spent two entire game sessions as a player doing nothing but role play. The first day at the fair trying to figure out how we would work as a group good or bad. The second day spent role playing the wonderful journey as we made our way to the adventure location. Pure magic. These moments spent in your world will be remembered fondly by your players. Just take pride in that fact and know that you will have plenty of opportunity to play along when they reach an area not so empty.
| Laithoron |
Hmm, I often have tag-along NPCs such as cohorts, employers that the party is escorting, etc. Heck, if one of the PCs has a familiar capable of speaking common you could even roleplay that.
Talk to your players and see if they are cool with a tag-along such as an official chronicler, an old butler, a PC's spouse, or a young squire who wants to emulate them. The tag-along wouldn't necessarily have to be a combatant (or a combat liability) so much as someone who can mind their mounts when a fight breaks out or keep camp outside of the dungeon when they go exploring.
EDIT: Ninja'd by a monk!
| Necromancer |
This is only a problem if your players stick to the script. Either of my groups have the habit of ignoring potential plots and adversaries simply due to mood changes. (For example) while running Carrion Crown's first installment, the group decided that they'd rather leave Ravengro and do a bit of exploring...no, not the prison or the graveyard. This is a regular occurence and I see no need to railroad the group. Some GMs might feel slighted due to the amount of work they've invested, but I've always felt that the game should be more about the journey rather than the destination.
With this in mind, I grab every bit of free time my players offer and plan out contingencies. If they ignore the plot-hook-carrying NPC, what are the consequences? Is the NPC angry or were they even expecting the party at all? What else is there to do in the city? What if they want to leave the city? I use the spare time to plan and relax before I have to invent a new campaign on the spot.
| danielc |
I feel this way as a player when the GM spends too much time with just one player. Yes ti is role playing, but it also has to be fun. I would say there is no problem "fast forwarding" at times to keep the game flow going. having said that, I think it is a good sign that your group wanted to invest that much real time into their characters from the start.
Jim.DiGriz
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Have you considered a GMPC?
If nothing else, have a GMPC "Camp Follower" that's like a crafter or an Alchemist who makes potions for the group and sells them to them or summat. He doesn't have to be combat-ready, but it'd give you an avatar to participate in conversations with them if you wanted.
Or how about a friendly dwarven merchant and his simpleminded son (who just happens to have an uncanny knack for crafting), who show up with their wagon wherever the party makes camp, ready to buy unneeded loot, sell useful items, pass along rumors and even help the party upgrade their equipment. . .
| Joana |
With this in mind, I grab every bit of free time my players offer and plan out contingencies. If they ignore the plot-hook-carrying NPC, what are the consequences? Is the NPC angry or were they even expecting the party at all? What else is there to do in the city? What if they want to leave the city? I use the spare time to plan and relax before I have to invent a new campaign on the spot.
This. I love it when the PCs get talking amongst themselves, making plans, etc., because it gives me a chance to get my notes and thoughts in order for upcoming encounters.