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How Do You Curb Table Talk?
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<blockquote data-quote="Aluvial" data-source="post: 1031555" data-attributes="member: 6862"><p>Yes, yes, let's play nice....</p><p></p><p>I appreciate the suggestions... I wish we played more often so that I could implement these right away.</p><p></p><p>I like the "Call" system. Is it really effective? I think that it could potentially work, at least 5 of the players are in my game to play (and have fun) and they may enjoy "calling" out a fellow and getting the "chatter-boxes" to eat their words a little. </p><p></p><p>In my game the chatter is a problem because I do have trouble laying down THE LAW with my freinds. We're all apparently there to have fun, so some chatter and talk is fine. I don't want a dry to the bone type of situation. I just need to curb the excessive out-of-character/game talking.</p><p></p><p>I'm thinking of having the players switch seats. I know this may sound weird (maybe not...) but these guys have been sitting in the same seats for years! Perhaps if I split up the talkers and put the main offenders between the good players, then I would have something to work with. </p><p></p><p>The idea to have a temporary split is a good one also, and potentially one I can pull off. I always loved the section on running the campaign with regards to time in the 1st edition DMG. I always imagined having an open door game policy where short one shot adventures were the order of the day and characters came and went during the week. One group gets three weeks of game time in, while the other group spends two days in a dungeon complex... meanwhile a third single adventurer is researching some formula that will take a year or more. All this happens in the space of one week of real time playing. Multiple characters.... ahh, a DM's dream.</p><p></p><p>Anyhow, I may just be able to solve the problem by sending them the link to this thread. </p><p></p><p>What do you guys think of that?</p><p></p><p>Aluvial</p></blockquote><p></p>
[QUOTE="Aluvial, post: 1031555, member: 6862"] Yes, yes, let's play nice.... I appreciate the suggestions... I wish we played more often so that I could implement these right away. I like the "Call" system. Is it really effective? I think that it could potentially work, at least 5 of the players are in my game to play (and have fun) and they may enjoy "calling" out a fellow and getting the "chatter-boxes" to eat their words a little. In my game the chatter is a problem because I do have trouble laying down THE LAW with my freinds. We're all apparently there to have fun, so some chatter and talk is fine. I don't want a dry to the bone type of situation. I just need to curb the excessive out-of-character/game talking. I'm thinking of having the players switch seats. I know this may sound weird (maybe not...) but these guys have been sitting in the same seats for years! Perhaps if I split up the talkers and put the main offenders between the good players, then I would have something to work with. The idea to have a temporary split is a good one also, and potentially one I can pull off. I always loved the section on running the campaign with regards to time in the 1st edition DMG. I always imagined having an open door game policy where short one shot adventures were the order of the day and characters came and went during the week. One group gets three weeks of game time in, while the other group spends two days in a dungeon complex... meanwhile a third single adventurer is researching some formula that will take a year or more. All this happens in the space of one week of real time playing. Multiple characters.... ahh, a DM's dream. Anyhow, I may just be able to solve the problem by sending them the link to this thread. What do you guys think of that? Aluvial [/QUOTE]
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