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Is it inherently harder to be a female DM?
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<blockquote data-quote="danbala" data-source="post: 553204" data-attributes="member: 8464"><p>I see this problem as a pacing issue and the sex jokes are just a symptom that you should try to move the game along more quickly. The hardest part about DMing is keeping the pace of the game moving. Its a hard thing to judge because sometimes a slower pace is needed to build atmosphere or develop character. As a general rule, I try to keep the pace accelerating throughout a game session. (Sometimes slowing down a bit for a significant NPC/character interaction or to describe a key scene or mood). This allows for some out of game chatter at the beginning, but by the end things should be happening quickly enough that the characters should have their hands full in character. </p><p></p><p>Sometimes things go awry, however, and I take out of game chatter in the latter hours a sign that I have a problem. Of course the problem with "table talk" is that breaks the mood -- which, in turn, slows the game down further. Sometimes this kind of thing can completely derail a campaing. I consider it lethal.</p><p></p><p>You can penalize out of character talk in a number of ways. My favorite is to have NPCs react as if the player made the comment in character. They quickly get sick of saying "I don't really say that" and stick to in character comments. Don't be afraid to be ruthless about this. The players may be bummed that they didn't get to express a wisecrack, but they are there to be in character and in the long run they'll be happy you made them stay that way.</p><p></p><p>But, its not really the players fault. You have the responsibility to keep the game moving more quickly. Players start making jokes when they are losing focus on the imagined action. Keep the narative moving (either through combat or NPC interaction). If you plan on running a combat focused game, you need to practice with the rules to keep the combat moving quickly.</p><p></p><p></p><p></p><p>Personally, I would work on corrupting a few close friends into playing. Treat it like an experiment. If they are in a University that prides itself as a bastion of open minds (and which doesn't), chellenge your close friends into playing by suggesting that your are attemtping something a bit subversive. Design a very rules light scenario and run it almost like a LARP/party. You'll be surprised by how many people turned off by "D&D" actually enjoy being in character.</p><p></p><p></p><p></p><p>Again, I would take this as a signal that your game isn't moving as fast as they would like. If they are sufficiently immersed in your world, they'll forget about out of character banter. I would work on having some choice NPCs or situations prepared in advance to spring on them next time they start chattering. Another easy way is to have a adventure with an in game time limit. As soon as they start chattering, you can start saying things like "ten minutes go by." If they start to complain that their discourse was out of character and therefore shouldn't effect game time, then say with a grin: "five minutes go by . . . " They should get the hint and start to get focused again.</p></blockquote><p></p>
[QUOTE="danbala, post: 553204, member: 8464"] I see this problem as a pacing issue and the sex jokes are just a symptom that you should try to move the game along more quickly. The hardest part about DMing is keeping the pace of the game moving. Its a hard thing to judge because sometimes a slower pace is needed to build atmosphere or develop character. As a general rule, I try to keep the pace accelerating throughout a game session. (Sometimes slowing down a bit for a significant NPC/character interaction or to describe a key scene or mood). This allows for some out of game chatter at the beginning, but by the end things should be happening quickly enough that the characters should have their hands full in character. Sometimes things go awry, however, and I take out of game chatter in the latter hours a sign that I have a problem. Of course the problem with "table talk" is that breaks the mood -- which, in turn, slows the game down further. Sometimes this kind of thing can completely derail a campaing. I consider it lethal. You can penalize out of character talk in a number of ways. My favorite is to have NPCs react as if the player made the comment in character. They quickly get sick of saying "I don't really say that" and stick to in character comments. Don't be afraid to be ruthless about this. The players may be bummed that they didn't get to express a wisecrack, but they are there to be in character and in the long run they'll be happy you made them stay that way. But, its not really the players fault. You have the responsibility to keep the game moving more quickly. Players start making jokes when they are losing focus on the imagined action. Keep the narative moving (either through combat or NPC interaction). If you plan on running a combat focused game, you need to practice with the rules to keep the combat moving quickly. Personally, I would work on corrupting a few close friends into playing. Treat it like an experiment. If they are in a University that prides itself as a bastion of open minds (and which doesn't), chellenge your close friends into playing by suggesting that your are attemtping something a bit subversive. Design a very rules light scenario and run it almost like a LARP/party. You'll be surprised by how many people turned off by "D&D" actually enjoy being in character. Again, I would take this as a signal that your game isn't moving as fast as they would like. If they are sufficiently immersed in your world, they'll forget about out of character banter. I would work on having some choice NPCs or situations prepared in advance to spring on them next time they start chattering. Another easy way is to have a adventure with an in game time limit. As soon as they start chattering, you can start saying things like "ten minutes go by." If they start to complain that their discourse was out of character and therefore shouldn't effect game time, then say with a grin: "five minutes go by . . . " They should get the hint and start to get focused again. [/QUOTE]
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