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<blockquote data-quote="fba827" data-source="post: 829514" data-attributes="member: 807"><p>ooc tactical chat annoys me though I find a little bit to be okay (it's just a part of any group-centered game; if they're enjoying it, so be it -- I find that half the combat chat is the basis for our non-game time discussions of the game... so anything that people take such interest in shouldn't be denied outright).</p><p></p><p>However, a couple things to try if it starts to get out of hand</p><p></p><p> * simply point it out directly -- "you're talking a lot.. remember, you're in combat, things are moving fast. the entire round is 6 seconds, so each initiative is even less than that. so all this may be a bit much -- if you do want to share some thoughts, try and keep it brief."</p><p></p><p>*when people start talking ooc to discuss things with other people, point out that they shouldn't be because they wouldn't have a chance to discuss it in the game BUT (this is where you make yourself sound nice) since the characters have been fighting for so long and have a bit more tactical sense than we as individual players do, you can point out to other players what their own character may notice. "Hmm.. Merlin would notice that if he aimed his fireball there, he would clip the backs of his friends ..." This does try and keep players in perspective of other characters. Also, as the campaign moves on, people tend to think more in terms of their character rather than relying on other player's comments (someone only wants to hear thier friends tell them "your player would notice ...." (it starts to sound condescending after a while) so it adds to their own critical thinking rather than growing to rely on advice). basically, you let them do it, but encourage them to speak of what " [Your characters] would notice ..." when talking to other players. It adds perspective and after a while it becomes less relied upon.</p><p></p><p>The second one if my favorite when it works right <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> -- i don't know if I explained it clearly though... apologies if it is not clear.</p></blockquote><p></p>
[QUOTE="fba827, post: 829514, member: 807"] ooc tactical chat annoys me though I find a little bit to be okay (it's just a part of any group-centered game; if they're enjoying it, so be it -- I find that half the combat chat is the basis for our non-game time discussions of the game... so anything that people take such interest in shouldn't be denied outright). However, a couple things to try if it starts to get out of hand * simply point it out directly -- "you're talking a lot.. remember, you're in combat, things are moving fast. the entire round is 6 seconds, so each initiative is even less than that. so all this may be a bit much -- if you do want to share some thoughts, try and keep it brief." *when people start talking ooc to discuss things with other people, point out that they shouldn't be because they wouldn't have a chance to discuss it in the game BUT (this is where you make yourself sound nice) since the characters have been fighting for so long and have a bit more tactical sense than we as individual players do, you can point out to other players what their own character may notice. "Hmm.. Merlin would notice that if he aimed his fireball there, he would clip the backs of his friends ..." This does try and keep players in perspective of other characters. Also, as the campaign moves on, people tend to think more in terms of their character rather than relying on other player's comments (someone only wants to hear thier friends tell them "your player would notice ...." (it starts to sound condescending after a while) so it adds to their own critical thinking rather than growing to rely on advice). basically, you let them do it, but encourage them to speak of what " [Your characters] would notice ..." when talking to other players. It adds perspective and after a while it becomes less relied upon. The second one if my favorite when it works right :) -- i don't know if I explained it clearly though... apologies if it is not clear. [/QUOTE]
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