ForceUser said:
When I DM I try to create a mood. I have a vision in my head of the character's surrounding environment and the NPCs they are interacting with, and I'm trying my best to convey what I've imagined to my players.
Thats your first mistake, To encourage RP you can't go with how you think the players imagine things, but how they actually do. You can accomplish this by getting feed back form them, on how and where they seem themselves and there characters going in your game.
ForceUser said:
My players, for the most part, listen when I describe things, ask relevant questions to better comprehend the scene, and wait patiently while I fuddle through my notes.
Try to be more spontaneous. If you know what the path the players desire, and work with that your idea's wil flow much easier and smoother.
ForceUser said:
When I am interacting with them through NPCs they stay in character, however, some of my players have a habit of squeezing in metagame or off-topic comments if I am not specifically talking to their characters. For instance, sometimes when I'm roleplaying with characters A & B, the players of characters C & D will quietly talk to each other about a rule or a spell, or tell a joke, or discuss their next combat maneuver (even though their characters technically can't be having such a conversation), or even discuss something wildly OT (baseball comes up a lot). Oftentimes, when I am done talking to part of the group and ready to address the group as a whole, I have to wait for some players to stop talking before I can continue. Sometimes they are so engrossed in their whispered conversations that I have stood there for up to a minute before they realized I was waiting on them to shut up so we could continue the game. Over the course of a session this grates on my nerves.
Theres nothing wrong with disscussing stratedgy. If it is the other player responds to the plan with out revealign it in game, Doc them with meta-game experience. Your comment abotu them takign awhile to get to payign attention. I had this problem stil have this problem, the best advice on that I can give you is be calm and pacient. It can help to put a time limmit on player turns, so everyone will know when they are up. Also just try and speak alittle louder or give them a scare by saying they are being atatcked. When they turn and ask what you have there attention and can resume.
ForceUser said:
Now, the general player mentality among my friends is if their character is not in the scene, then they don't have to pay attention to the game, because they're not supposed to know what's going on anyway. My general goal, as DM, is to make the session interesting enough that everyone wants to pay attention just so they can find out what happens next, even if their character is missing, unconcious, or otherwise occupied.
There is nothing wrong with wanting everyoen to enjoy the game. How long have you been DM'ing? and How long have they been players? Cause as you play for longer times eventually everyone will settle down alittle. You have a good goal and intention here.
ForceUser said:
Is it unrealistic to expect everyone to pay attention all the time? Is it unrealistic to demand that players do not speak unless it's in character or are asking the DM a question? Our monthly sessions can last as long as eight hours with occassional breaks for food or leg-stretching. How do I encourage people to stay in character? Should I bother? Do you?
it is not unreasonable to excpet players to pay attention to the world around them, but 100% all of the time is immpossible. Humans are easily distracted and need change to stimulate intrest. The less dictating you are on the atmosphere the more relaxed yoru players wil be. Thsi should stimulate mroe intrest. Askign them not to speak is allittle harsh. Maybe just ask them not to distract the players you are working with at the time and be alittle lower. I agree it is a problem when the secondary conversation is louder then the DM.
Originally posted by ForceUser
Among my friends, it is tough to enforce staying in character. Players can end up resenting a particularly demanding DM who constantly tells players to stop talking unless it's in character (then again, the DM resents having to constantly enforce that players stay in character). Not to mention, we have a large group of knowledgable people familiar with the rules, and when there's a rules question everyone's first instinct is to debate it, and pull out rulebooks, and come to a consensus, nevermind that the DM might just want to arbitrate it off the cuff and find out the actual rule later.
Okay it is alittle harsh and unfair if the players undermine every GM descision. I have had this occur enough times. If it is a major issue that would for the most part be unfair and potentialy leathal it should be discussed then and there, otherwise your players should save it for after the game.
Originally posted by ForceUser
I'm as guilty as the rest. I am both a player and a DM among my friends, and the things I've described above happen across all three of our campaigns. As a player I try to stay in character at all times, but I often find myself frustrated with the other players (especially the ones who aren't DMs), and consequently find myself telling people to shush so the DM can talk, or telling people to talk about the ballgame later, or telling people to let the DM make a decision so we can get on with things. In short, I'm just as bad as everyone else, despite my good intentions.
I think you should just go with the flow of the game, and try to enjoy the company of yoru fellow GM's and Players. Or you could find a new group.