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Is acting on player banter a dick move?
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<blockquote data-quote="Nevvur" data-source="post: 7345745" data-attributes="member: 6783882"><p>You want to translate opaquely OOC, off topic conversations into completely unrelated IC speech? I'm baffled. If you want to minimize OOC side talk, handle it OOC. "Guys, we only have 3 hours a night to play. We can chat about movies and stuff before or after the game. Let's keep focused on the game."</p><p></p><p>When it comes to OOC discussions about IC status (like HP or spell slots remaining), the problem is that the OOC discussion produces IC decisions. Information must be communicated somehow, especially for the less visible aspects like spell slots. I usually assume the party has worked out a very basic sign language for operating in tactical situations, and I'm pretty generous with the amount of information they can communicate in this manner. I also assume that, when communicating audibly in dangerous territory, the PCs do it quietly enough their voices won't carry more than 10 or so feet. The danger in announcing one's location and disposition is much clearer to the characters than the players, so my players get a bit of a pass in that respect.</p><p></p><p>If there's a spy lurking around, I might ask exactly how the PCs are communicating. If this tips off the players and the characters act on that suspicion, it's a form of metagaming that I personally can abide. I'll just excuse it as a dramatically appropriate instance of intuition. Whether they discover him is still probably going to be managed by dice. </p><p></p><p>If there's no spy, it doesn't really matter and I leave it to the players' imaginations how that OOC discussion translates into IC communication.</p></blockquote><p></p>
[QUOTE="Nevvur, post: 7345745, member: 6783882"] You want to translate opaquely OOC, off topic conversations into completely unrelated IC speech? I'm baffled. If you want to minimize OOC side talk, handle it OOC. "Guys, we only have 3 hours a night to play. We can chat about movies and stuff before or after the game. Let's keep focused on the game." When it comes to OOC discussions about IC status (like HP or spell slots remaining), the problem is that the OOC discussion produces IC decisions. Information must be communicated somehow, especially for the less visible aspects like spell slots. I usually assume the party has worked out a very basic sign language for operating in tactical situations, and I'm pretty generous with the amount of information they can communicate in this manner. I also assume that, when communicating audibly in dangerous territory, the PCs do it quietly enough their voices won't carry more than 10 or so feet. The danger in announcing one's location and disposition is much clearer to the characters than the players, so my players get a bit of a pass in that respect. If there's a spy lurking around, I might ask exactly how the PCs are communicating. If this tips off the players and the characters act on that suspicion, it's a form of metagaming that I personally can abide. I'll just excuse it as a dramatically appropriate instance of intuition. Whether they discover him is still probably going to be managed by dice. If there's no spy, it doesn't really matter and I leave it to the players' imaginations how that OOC discussion translates into IC communication. [/QUOTE]
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