Pathfinder 1E First World DM Problems...

redboxrazor

First Post
I'm running a Pathfinder game - homebrew setting.

Initially, my players had a blast. but we've encountered a problem.

One of my players roleplays too much.

Reread that. Crazy right? RP is a DM dream, isn't it?

But... My players are getting restless. We had a 5-hour extended dialog sequence in town with this character. He can't help himself, but he's hogging all the fun. Everyone else retired for the night, waiting for the adventure to begin.

How do you help a player "move along" so others can have some fun? Some of these guys want combat!
 

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[After some time talking to NPCs] "You continue to make small talk for hours with [whomever] (and maybe make some friends) until [whoever] have to retire. It's late, so I assume you go to [wherever the others are], unless you had something else in mind?"
 

As the DM playing the part of the NPC, it's your job too to keep players limited in their table-time. You have to make a conscious effort to limit people, and be sure everyone who wants to gets some time. Just because Joe has a million questions and is able to play it up really well, doesn't mean his "turn" should give him time to do all of that. Make finite limits on actions and questions people can ask. If the other players have no input, then then it comes right back to Joe and he can ham it up some more.
 

As the DM playing the part of the NPC, it's your job too to keep players limited in their table-time. You have to make a conscious effort to limit people, and be sure everyone who wants to gets some time. Just because Joe has a million questions and is able to play it up really well, doesn't mean his "turn" should give him time to do all of that. Make finite limits on actions and questions people can ask. If the other players have no input, then then it comes right back to Joe and he can ham it up some more.

The thing is (if I'm reading this right), the other party members are asleep at this time. I've had this same problem. One of the players does something that none of the rest of them care about, and I can't turn to the other players and say "what do you do," because they're sleeping.
 

As the GM, it's your job to keep your thumb on the pulse of the game. There's a time for roleplaying, and there's a time to just roll dice and move on.

If it's time to move on, well....just move on. Don't give the roleplayer anything to roleplay to.

GM: OK, we're in town, you guys spend the night. Tick off a few coins for the inn. Now, it's morning, and that town is just a memory. You're long down the road when...

Roleplayer: Wait a minute! That night, when everybody is asleep, I awake and leave the inn.

GM: What is it that you are trying to do?

Roleplayer: I'm going to talk to the gate guard.

GM: Well, it doesn't take long. You find him, and he's uncooperative.

Roleplayer: "Well, sir! It's is a fine night."

GM: Like I said, he doesn't say much. You try for about 10 minutes, but he says nothing of interest.

Just don't give the roleplayer anywhere to go. He'll get the hint.





Or....

GM: OK, we're in town, you guys spend the night. Tick off a few coins for the inn. Now, it's morning, and that town is just a memory. You're long down the road when...

Roleplayer: Wait a minute! That night, when everybody is asleep, I awake and leave the inn.

GM: What is it that you are trying to do?

Roleplayer: I'm going to talk to the gate guard.

GM: Well, it doesn't take long. You find him, and he's uncooperative.

Roleplayer: "Well, sir! It's is a find night."

GM: OK, roll Gather Information. You got an 18? You're pretty confident that this guy doesn't know anything of value.

Dice the situation and move on.




Or....

GM: OK, we're in town, you guys spend the night. Tick off a few coins for the inn. Now, it's morning, and that town is just a memory. You're long down the road when...

Roleplayer: Wait a minute! That night, when everybody is asleep, I awake and leave the inn.

GM: What is it that you are trying to do?

Roleplayer: I'm going to talk to the gate guard.

GM: Well, it doesn't take long. You find him, and he's uncooperative.

Roleplayer: "Well, sir! It's is a fine night."

GM: You irritate the guard, who only wants to sleep. The guards surround you, and when the party wakes in the morning, you've spent the night in lock-up. Your character is fatigued for the day, and it costs the party X amount of gold pieces to pay your bail. Now, the party is way down the road. It's the next morning, and everybody's had a good laugh about it.

Penalize the roleplayer lightly, if it seems appropriate. Let him deal with a consequence.





Or...


GM: OK, we're in town, you guys spend the night. Tick off a few coins for the inn. Now, it's morning, and that town is just a memory. You're long down the road when...

Roleplayer: Wait a minute! That night, when everybody is asleep, I awake and leave the inn.

GM: You've had a long day, on the trail. You may not wake up like you want. What's your CON? 14? OK, roll d20 for 14 or less. If you fail, you slept like a baby till the sun came up.

Here, you've headed him off at the pass. Think of something logical that puts a wrench in his attempt, then move the game to where you need it to be.

There are lots of ways to keep a game moving.






NOTE: Sometimes, players are time hogs. They like to keep the spotlight on themselves as much as possible, at the expense of the other players.

One technique that I would use, especially when running big groups where a single player went off in a different direction, away from the party, or otherwise did something that would bog the game down, was to MAKE HIM WAIT, NOT THE OTHERS.

Upon entering a town, if the roleplayer goes off to do some roleplaying, and I don't think that's a good thing at that moment, I'll say, "Fine, you go off to do that. We'll come back to you to see what happened. For now, with the rest of the party...."

This way, you haven't said "No" to his roleplay attempt, but the dude isn't being rewarded for bogging the game down either.

Chances are he'll stick more with the party if, after a couple of times having to wait in order to go roleplay his scene. Because: Waiting ain't fun, and the spotlight ain't on him.




Just some ideas.
 

The thing is (if I'm reading this right), the other party members are asleep at this time. I've had this same problem. One of the players does something that none of the rest of them care about, and I can't turn to the other players and say "what do you do," because they're sleeping.

You may not be able to turn to the other players and ask what they're going about it, but you can turn to them and estimate how invested they are in all this. If they're entertained, even if not participating, give it a little time, if not keep it short. And feel free to be explicit about why you're doing it too by summarizing up any remaining interactions so the whole party can get back on track. That's as clear a signal to the player hogging the time that his interests in fun are important, but so is everyone else's.
 

But... My players are getting restless. We had a 5-hour extended dialog sequence in town with this character. He can't help himself, but he's hogging all the fun. Everyone else retired for the night, waiting for the adventure to begin.

Wow. Your player is going to have to learn how to help himself and you're going to have to help him if you want to keep the other players' interest.
 

There is no right and no wrong with play style. People come to the table with very different expectations. Some see role-playing as amateur acting night. Others see it as a personal wargame, or a series of puzzles, or an opportunity to exercise their ego. Most mix in different elements in different parts into their preferred cocktail. In a functional group, the desires of the members mesh reasonably well. Everyone is into character acting, or none are. Or one is, and the other enjoys his performances.

The problem is if the expectations of the players are very different. If one player wants to spend 90% of his time acting, the others might get frustrated. This is what appears to be happening in your group. You can give gentle nudges in-game as suggested above, but if he persists, you probably have to talk about it off-game and come to some kind of agreement. Getting heavy-handed in game trying to enforce a certain playstyle never works, in my experience. Players just get sullen and passive-aggressive.
 

I say "there's nothing of interest here" to nudge players in a different direction without breaking the fourth wall all the time.

If the player pushes the issue or doesn't get what you're trying to do with this, have a chat with them out of game and explain the problem just the way you did in this thread.
 

Each player gets five minutes per game all his own if he really wants to.

You want to role play out the buying spree......ok,you got 5 min.

You want to role play the meeting between you and your blacksmith trainer? 5Min!

No matter what it is each player can spend at max 5 min making everyone else wait.

It's a game. Don't be a smuck! Everyone wants to have fun as well.
 

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