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A bit too talkative...
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<blockquote data-quote="Janx" data-source="post: 6791178" data-attributes="member: 8835"><p>This needs an out of game solution set.</p><p></p><p>a) talk to the players. Talking during somebody else's turn is disruptive. For example, I don't hear too well, so secondary noises make it harder for me to isolate what I need to hear. OOC chatter needs to at least be quiet enough to not disrupt the active scene.</p><p></p><p>b) talk to the GM. make sure he's not focusing on just the one player who is engaging his attention (by asking questions, stopping to talk to an NPC, etc).</p><p></p><p>c) talk to everyone. Roleplaying is kind of like impromptu comedy sketch. You don't put 7 actors on stage and only have 2 of them talk to each other while the rest just stand there. They need to actively involve each other into the scene, ex "You may have a point. Jim, what do you think about what Bob is saying here?"</p><p></p><p>d) set expectations of play pattern. With 7 players, you can't dawdle or get a lot of lone-camera time as it comes at everyone else's expense. The GM needs to run a game that keeps everyone moving together, and the players need to play in a way that keeps everyone looped in. No sneaking off in the middle of the night to explore for extra treasure by yourself.</p></blockquote><p></p>
[QUOTE="Janx, post: 6791178, member: 8835"] This needs an out of game solution set. a) talk to the players. Talking during somebody else's turn is disruptive. For example, I don't hear too well, so secondary noises make it harder for me to isolate what I need to hear. OOC chatter needs to at least be quiet enough to not disrupt the active scene. b) talk to the GM. make sure he's not focusing on just the one player who is engaging his attention (by asking questions, stopping to talk to an NPC, etc). c) talk to everyone. Roleplaying is kind of like impromptu comedy sketch. You don't put 7 actors on stage and only have 2 of them talk to each other while the rest just stand there. They need to actively involve each other into the scene, ex "You may have a point. Jim, what do you think about what Bob is saying here?" d) set expectations of play pattern. With 7 players, you can't dawdle or get a lot of lone-camera time as it comes at everyone else's expense. The GM needs to run a game that keeps everyone moving together, and the players need to play in a way that keeps everyone looped in. No sneaking off in the middle of the night to explore for extra treasure by yourself. [/QUOTE]
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A bit too talkative...
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