Pathfinder 1E First World DM Problems...

Thanks for the feedback. We've got a session this Saturday.

Has anyone ever tried "They're moving on without you"? Or time lapses of a sort. That seems tricky.
 

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While I think it is great when a player wants to interact with the world and NPCs there has to be limits so that everyone gets a chance to play. If it gets to the point that others are getting restless speed it up wrap up the conversation, have the person called away stop role playing with the player. And if that does not work just come out and say that it is time to move on.
 

If the player's reasonable, you could just confront them more directly when it happens. When the scene begins to grow long, break character for a moment and say something like:

"Ok, is there anything in particular you want to get from this scene? We're both enjoying it, but I'm sure the others are getting a little bored, so we need to move on to something that involves the whole group."

If the player really wants to accomplish something that will take more time, but it's not something the group is interested in, then maybe you can offer to let the player interact with the NPC again at the end of the session after everyone else has left (assuming you're not bored with it).

Another way I've handled situations in the past where one player wanted a lot of interaction with certain NPCs that didn't involve the group was to make myself available to them outside of the normal gaming time. I had a particular player who did this a lot. We were also friends and hung out a lot, so we would often roleplay then. It can also be done over the phone or email between sessions if the player's down for that.

Yet another tact you could take is to try to involve the other characters in the conversation if you can. If it's happening at the inn while the others are asleep, maybe one of them (the one who looks the most bored) wakes up to take a piss, and sees the PC and NPC talking and decides to see what they're talking about.
 
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Thanks for the feedback. We've got a session this Saturday.

Has anyone ever tried "They're moving on without you"? Or time lapses of a sort. That seems tricky.
Tricky how?

I've always done what [MENTION=92305]Water Bob[/MENTION] suggested at the bottom of his post: "You're sure that's what you're doing? Ok, while you're off doing that, back to the rest of the group. We'll cut back to you later to see what happenend." Then time lapse to the next day, begin the adventure and reintroduce the PC who soloed for the night.

I also agree with the 5-minute guideline. If, in your estimation, a solo scene will take (or is taking) longer than 5 minutes, cut away. If you're not sure how long it will take and it's not important to te story, simply don't run it in "real time". Cut away, time lapse, get on with the rest of the group, then fold the PC who soloed back in when it's appropriate.

If you need to, let the group know that your job as DM is to balance everyone's spotlight time, maintain pacing, make sure everyone's engaged, and that you won't allow hogging the spotlight to excess, and you'll handle "soloing" with a cut-away and time lapse to be respectful of the rest of the group.
 

Part of it is letting the players know that as a GM you're not in charge of the game. They are. If one of the players is engaging with the game for long periods, while everyone else wants to on it's up to the other team members to learn how to work through this challenge. If they're not getting that or have expectations from other kinds of RPGs, just pass the info along.

On your side of things make sure that you address all the other players as Turns go by. This means one person may be hogging the spotlight, but if they aren't the Caller for the group, then you need to ask the others what they are doing for these lengths of time.

Simultaneous time, what usually occurs during conversation with an NPC or when the players make plans amongst themselves, can get a bit tricky as most groups break out of a unified Caller status as they brainstorm and converse. That's fine. With an NPC just make sure the other players know where they stand and that they can speak if they're trying to (depending on their situation, of course). Players can break in, but a single NPC can (usually) only answer one person at a time. Jockeying to be that person, especially if they haven't learned to work together yet, shouldn't be that hard and something to remember when you make up the game system design.
 

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.

NPCs hopefully have better things to do than chat for 5 hours straight (hell, there aren't many people who I would chat with that long!). They have lives, plans, work, appointments, obligations, and might not be in the mood to endure this guy for more than a few minutes. Maybe they'd even start brushing him off if he gets too obnoxious.
 

What bob said... But encourage the table to stay involved OOC, and if they are bored and the conversation is irrelevant, shift the scene, may it relevant, throw in a bang.

My own advice is make sure the problem is you (DM) aren't enjoying it too much, often that can a root cause as well.
 

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.

Surely after the first hour or certainly the second it should have dawned or one or both of you that it was getting a bit much? I know others have pointed out your responsibility as a DM to give everyone a fair share of time and techniques for doing that, but that player has a responsibility too. If they are hogging the limelight for so long they probably need a word OOC between sessions as well.
 

When in doubt, if you need to change the scene, roll for initiative.

Seriously. If Drama Queen is off by himself hogging the RP spotlight, while everyone else is sleeping at the inn, that's the time the bandits attack the inn ...
 

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