Using player table behavior in the game.

By infmed, in Game Masters

I'm sure plenty of GMs already do it, but for those of us newer to this side of the game screen it could be helpful, I hope. I guess it varies depending on each group, but I've found that my players very much prefer when I treat what they say at the table as what's being said in the game, within reason. Even when it's against their best interests, like when a shopkeeper angrily tells them to get out after hearing them openly planning a robbery, is usually funny enough to be worth their trouble and works to make your NPCs/environment more alive and real. In addition to "real time role play", you can also grab quirks/mannerisms off of them and turn it into a story element. An example I have:

One of my players quotes from the Gladiator movie every single session we play in, in particular he shouts, " Open the gates Proximo! Do you want to die old man!?"

After four sessions it still makes me laugh, so I've begun rolling a d100 once a session when he says it. If it ever hits 100 an old friend of his dead family named Proximo will be on the other side of the gate, thrilled to see the little noble all grown up and alive. And just like that I have something that makes my players' story a little more special.

Just a small suggestion to GMs looking to add something extra to their RP or story. I'd love to here other tips or thoughts on the matter from the experienced ones here.

I'm not a huge fan of "everything you say during a session is what your character says," either as a player or as a GM. It's been my experience that well-tempered metagaming is useful, so I allow it when I GM but I try to put the kybosh on over-analysis whether I'm a GM or a player. Of course everyone's allowed to season to taste.

Yah, I don't follow any sort of guide either. I like the improv, some fits in game, some doesn't, and it's all usually funny, so I don't wanna impede the in character or out of character laughs.

I do thow out setbacks for characters being distracted by personal datapad notifications (players on phone for no good reason)

I do thow out setbacks for characters being distracted by personal datapad notifications (players on phone for no good reason)

How do your players feel about in-game consequences for out-of-game actions? It's been my experience that people don't much care for that.

They put down their phone and paid attention pretty quick

They put down their phone and paid attention pretty quick

I bet!

My greatest concer is during determinate who is on which slot, and what who has to do... yeah those over analyst with the "Use your lightsaber your chance are high to trigger linked then you'll make 22 dmg those stormtroppers only have 5 hp per goon so you'll kill 4 of them and when you can trigger crit even 5 or six"

and away flies all the feel of coolness...

other than that I only let OOT be converted to IT when it would fit, espacially when a NPC is talking to someone,e.g.
SL:"Hello young fellow, how can I help you" player: "Oh come on, I thought I could just knock him out...:" SL: (frightend) "What are you saying, young one... there is no one exept me... wait... I've done no harm to you..."

They put down their phone and paid attention pretty quick

As a player I once lost my temper with another while he was messing with a mobile device after asking him for the third time in character. "I donno, maybe the Gand findsman, could FIND someone?" I wish as a gm I could apply the same rule. XD

I can hardly complain though. Often when I'm not involved in a given scene (as in my character) I will often look at my tablet for a few minutes or so, namely because 7 hour sessions is a long time to remain focused, I can listen while doing that quite easily.

They put down their phone and paid attention pretty quick

As a player I once lost my temper with another while he was messing with a mobile device after asking him for the third time in character. "I donno, maybe the Gand findsman, could FIND someone?" I wish as a gm I could apply the same rule. XD

I can hardly complain though. Often when I'm not involved in a given scene (as in my character) I will often look at my tablet for a few minutes or so, namely because 7 hour sessions is a long time to remain focused, I can listen while doing that quite easily.

She was in scene, it was combat! Yes it was my first ever session running and a little disjointed, but really.. her husband was throwing massive shade her way until I did that (I think he wishes he could apply a few setbacks to real life encounters)

I do thow out setbacks for characters being distracted by personal datapad notifications (players on phone for no good reason)

How do your players feel about in-game consequences for out-of-game actions? It's been my experience that people don't much care for that.

Early on using this narrative system, during combat, I started passing on PC initiative slots when the players were bickering amongst themselves for too long about who should go next, what should happen, etc. Too much table talk slowing things down when role-playing what should have been frantic combat. A couple times of "oops, your indecision has cost you, moving to the next slot" corrected it pretty quickly.

Arguments between players affecting the game? Once decades ago a player vs. player argument led to a PC vs. PC fight in-game. Monk vs. a Fighter with a Sword of Sharpness. It actually created a very memorable one-armed Monk character that was often misjudged by NPC's.

Early on using this narrative system, during combat, I started passing on PC initiative slots when the players were bickering amongst themselves for too long about who should go next, what should happen, etc. Too much table talk slowing things down when role-playing what should have been frantic combat. A couple times of "oops, your indecision has cost you, moving to the next slot" corrected it pretty quickly.

I can appreciate that approach - me, I just start rolling dice, it seems to have the same effect. I've also considered using an hourglass for each turn - back int he 4E days, my DM would give us 30 seconds to complete our turn to earn a chit that could be redeemed for a +1 on any roll. This worked wonders to get us to stay on track, to the point where we could get through 2 combat encounters in 3 hours. Now that's saying something for 4E! So for me a carrot works better than a stick in some instances - after all, we're all there to have fun.

Start flipping Destiny points. Silently. While you’re looking at the player in question.

Keep flipping until someone takes notice and blasts them out of their reverie.

EDIT: this is the GM equivalent of a cat pooping on the bed, while looking straight at you. It’s trying to send a message.

Edited by bradknowles

My group tends to talk out of character a LOT, generally about complete off the wall rubbish! Consequently our games usually take a long time to complete, we only play 2 to 3 hours per session once a week, and out of that time about 25 to 50% of that is gaming! But we are all 45 to 55 year olds and have been gaming together for 25 years, this is the only time we have to catch up and get away from real life, so I allow a lot of deviation 8)...

At the end of the day we catch up, unwind and have some really memorable sessions as well. The whole point of the exercise, after all, is to enjoy yourself.

Edited by SirSaiCo

My group tends to talk out of character a LOT, generally about complete off the wall rubbish! Consequently our games usually take a long time to complete, we only play 2 to 3 hours per session once a week, and out of that time about 25 to 50% of that is gaming! But we are all 45 to 55 year olds and have been gaming together for 25 years, this is the only time we have to catch up and get away from real life, so I allow a lot of deviation 8)...

At the end of the day we catch up, unwind and have some really memorable sessions as well. The whole point of the exercise, after all, is to enjoy yourself.

We like to set aside the first 30 minutes of our sessions for kibitzing, that has really helped us catch up before we start playing. I don't think we as a group assign as much importance to staying in the game as we do to having fun, so we do have our digressions anyway. Like you say, we're there to have fun!

My greatest concern is during determinate who is on which slot, and what who has to do... yeah those over analyst with the "Use your lightsaber your chance are high to trigger linked then you'll make 22 dmg those stormtroppers only have 5 hp per goon so you'll kill 4 of them and when you can trigger crit even 5 or six"

Apologies if this is digging up an aging thread.. but this all relates to my current problem that I'm trying to solve.

First time GM here with all first-timer players. None of us have any tabletop or RP experience. Only experience is a few of us have listened/watched dnd podcasts or youtube shows.

We just finished running the beginner's game and we all had a blast. We're all getting alot better each session with RPing in-the-moment, but the table suffers from major metagaming. Ive handled some of the table talk about strategy by having the NPCs overhear their blatant convo about "stealing the money and running", etc, which is always entertaining and seems to be a good tool to encourage in-game RP (they should pull the group aside or leave the shop to discuss, etc).

But I foresee any combat being a huge issue. I have a few players that try to min-max the hell out of every encounter, very similar to Nightone's post above. They track every amount of damage done, trying to estimate each enemy's threshold. Then they begin a round-table discussion on everyone's weapon dmg, etc. to pick the best order to do the most damage. This just ends up being a 5-10 minute discussion on "who will attack when and with what weapon".

A couple of ideas I had to minimize this was to:

* set a specific player-based initiative order based on their vig rolls or physical position (instead of just "PC or NPC slots"). This would remove the inclination to figure out "who does more damage?".

* have the enemy's jump in and steal the turn by rolling attacks (with boost die), spinning the decision by saying "as your group stands in a circle in the middle of the street, debating each member's combat abilities, the stormtroopers aggressively advance.." or something along those lines.

But really, I'm torn on the philosophical question of: as a GM, do I lay down expectations of "dont do this, dont do that, RP like this"? Or just mitigate it with options like above? Or just let them play they want to play, since they all seem to be on board with this strategy? For me, I feel this just breaks down the story-based gaming into a simple math equation and the tension of combat is ruined. I'm pretty loose on RP expectation since we're all new to it; players are starting to make choices based on their character instead of their personal logic (i.e. short-tempered wookies hauling off and hitting someone :D )

I'm hoping our next campaign will help smooth this out; we just started Debts to Pay. It seems like alot of the first half will be room exploration, investigation, dialogue, etc.

I'm bursting with questions for advice on other things, but I'll read through more of this board before posting.. :P

I offer three ways to keep your players more interested at the gaming table. As GM, I use these tactics to help my daughter and son stay focused when they RPG with us.

Option One: Hide and Seek

During 'Session Zero' and subsequent planning sessions with player, I ask to meet with individual players for a couple of minutes.

Then, I present different Adversary Decks to individual players and ask them to select ONE minion-level adversary. If they want to develop rationale for its inclusion into our story, I accept it, but otherwise will use said minion as I see fit. For example, a Black Sun criminal contact had a minion pet. Another minion was a prisoner held in the same detention cell as other PCs. It's fun to see players respond so faithfully to their chosen minion, and the actions they take because of their personal investment. I recommend using said minions once every session, but no longer than two sessions to validate sufficient patience from anxious players.

Option Two: Super Secret Skill

Place each available skill onto a numbered list from 4 to 40. Perhaps add things like 'cybernetics' or 'warfare' or 'Force Power,' etc. to complete 36 different options.

Roll four ten-sided dice (4d10). Reference your numbered list, and secretly record your 'Super Secret Skill' for this session of play. Announce that the 'Super Secret Skill' has been determined at random, and that the first player to successfully use this skill will earn additional (5) XP at the end of the session. Players try to use a variety of different skills as they hope to discover what unlocks more XP. Regardless, I announce the Super Secret Skill at the end of each session and award accordingly.

Option Three: Use It or Lose Use It

Finally, I encourage players to really understand their characters' species and skill sets.At the end of each session, I liberally award XP for PCs who decisively use their character's species abilities, like being amphibious. I also award XP for the FIRST successful categorical use of General Skills, Combat Skills, Social Skills, Knowledge Skills, Talents, and Force Powers.

A simple spreadsheet helps me track all of these tactics, with Character Names on one axis, and the XP Awarded Categories on another axis. At the end of each session, players report more satisfaction in their character's participation levels, and seem to be more focused on the game. It'd be too easy to slip a Minion passed an unresponsive texter, who only has themselves to blame for a missed opportunity. It also reduces disinterest during unskilled encounters. While a Healer may lack dedicated combat skills, they will still participate in the action when their chosen minion (see above) - a Twi'lek dancing slave - is suddenly grabbed from the crowd as a hostage during combat.

During game preparation, solicit players ' added interest with real rewards; I think you'll have greater buy-in from characters in your adventures.

As I am a big fan of MST3K/Cinimatic Titanic etc. I do a LOT of out of character commentary just for laughs in games.

not all of it is in character. I tend to make sure my character has it's own voice.

Option Two: Super Secret Skill

Place each available skill onto a numbered list from 4 to 40. Perhaps add things like 'cybernetics' or 'warfare' or 'Force Power,' etc. to complete 36 different options.

Roll four ten-sided dice (4d10). Reference your numbered list, and secretly record your 'Super Secret Skill' for this session of play. Announce that the 'Super Secret Skill' has been determined at random, and that the first player to successfully use this skill will earn additional (5) XP at the end of the session. Players try to use a variety of different skills as they hope to discover what unlocks more XP. Regardless, I announce the Super Secret Skill at the end of each session and award accordingly.

This sounds like good fun. I'm going to use it.

I'm not a huge fan of "everything you say during a session is what your character says," either as a player or as a GM. It's been my experience that well-tempered metagaming is useful, so I allow it when I GM but I try to put the kybosh on over-analysis whether I'm a GM or a player. Of course everyone's allowed to season to taste.

I absolutely hate that. What are we? Nine years old? I'm sorry but my rogue did not just blow his sneak attempt because I asked Bob to bring me a can of mountain dew while he's going to the kitchen.

Plus I'd insist the GM follows the same rules and that would mean his Tarrasque just said "Roll for initiative."

Effin' nonsense.

Edit: Lol, seems like I gained a level in "grognard". ;) I have a tendensy to speak in character anyway, (wich got awkward with my Slaanesh chaos space marine) but I assume the GM and other players to understand what's ingame and whats out. "Let's not kill the ork babies!" = in game. "Deadpool is the best superhero movie ever"= out game.

Edited by Robin Graves

Mountain Dew or Crab Juice :)

Mountain Dew or Crab Juice :)

tumblr_inline_mqemybfxQS1qbxntw.png

To be honest I'd try crab juice if it was offered. (I did drink a can of Bird nest once.)

But mountain dew ain't bad, I just wich they'd lay of the frikkin' Halo sponsoring and bring back MD Voltage.

It looks like something you'd clean your windows with, but it tasted really good.

I'm not a huge fan of "everything you say during a session is what your character says," either as a player or as a GM. It's been my experience that well-tempered metagaming is useful, so I allow it when I GM but I try to put the kybosh on over-analysis whether I'm a GM or a player. Of course everyone's allowed to season to taste.

I absolutely hate that. What are we? Nine years old? I'm sorry but my rogue did not just blow his sneak attempt because I asked Bob to bring me a can of mountain dew while he's going to the kitchen.

Plus I'd insist the GM follows the same rules and that would mean his Tarrasque just said "Roll for initiative."

Effin' nonsense.

Edit: Lol, seems like I gained a level in "grognard". ;) I have a tendensy to speak in character anyway, (wich got awkward with my Slaanesh chaos space marine) but I assume the GM and other players to understand what's ingame and whats out. "Let's not kill the ork babies!" = in game. "Deadpool is the best superhero movie ever"= out game.

Right, I understand that. That's why I said "within reason". I'm not going to punish a player for something casual like asking for a drink. But if the entire group spends ten minutes planning their super secret heist while they're standing two feet away from a shopkeep, he's going to hear them.