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Making different playstyles fit
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<blockquote data-quote="Li Shenron" data-source="post: 6026067" data-attributes="member: 1465"><p>To be honest, I expected this <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I was going to say that before trying to suggest anything, I would even go back to a more general question: does the DM <strong>really need</strong> to take a stance when there is a gamestyle conflict?</p><p></p><p>I guess that sometimes she does, but in your case I would not have been worried too much. </p><p></p><p>You have 3 players who like detailed conversations vs 2 players who skip over them. Now in my experience I would say that most players who skip over IC roleplay do so because they don't feel good at that, rather than because they don't like it to happen; if they see other players at the table doing <em>good</em> roleplay, they may actually just sit back, relax, and enjoy it themselves even if they aren't very active.</p><p></p><p>I'm not saying every player is like that, but again IMXP more often than not, it goes fine. Of course if the heavy roleplayer actually sucks and his roleplaying is annoying, or if the non-roleplayer is an attention-seeker who cannot stay at the margin of the game for ten minutes without freaking out, problems become more likely.</p><p></p><p>But my general idea was to just let the players handle their differences, on the ground that if the heavy-tactical players allow the heavy-roleplayers to have their fun during IC social interactions, then also the second will allow the first to have their fun during combat.</p><p></p><p>If the players are petty and want all their cake without the others having their own, it's not actually the DM's fault.</p><p></p><p>I believe that you should step in only if you notice that either group is stretching the scene too far and some player starts yawning at the table, at which point it's actually good for the DM to say it clearly that it's best for all to move on.</p><p></p><p>Also, if the adventure allows or if you are the type of DM who has no problem winging it freely, as an alternative you can instead step in with an event that suddenly breaks the scene. For instance, a social interaction scene taking too long can easily be interrupted with a sudden emergency, an attention-grabbing event, or even a fight, and a combat scene taking too long can be interrupted with the decision of the enemies to parley or to flee, or with an environmental (probably dangerous or at least fastidious) event that forces the two sides to quit fighting and get away safe.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6026067, member: 1465"] To be honest, I expected this :D I was going to say that before trying to suggest anything, I would even go back to a more general question: does the DM [B]really need[/B] to take a stance when there is a gamestyle conflict? I guess that sometimes she does, but in your case I would not have been worried too much. You have 3 players who like detailed conversations vs 2 players who skip over them. Now in my experience I would say that most players who skip over IC roleplay do so because they don't feel good at that, rather than because they don't like it to happen; if they see other players at the table doing [I]good[/I] roleplay, they may actually just sit back, relax, and enjoy it themselves even if they aren't very active. I'm not saying every player is like that, but again IMXP more often than not, it goes fine. Of course if the heavy roleplayer actually sucks and his roleplaying is annoying, or if the non-roleplayer is an attention-seeker who cannot stay at the margin of the game for ten minutes without freaking out, problems become more likely. But my general idea was to just let the players handle their differences, on the ground that if the heavy-tactical players allow the heavy-roleplayers to have their fun during IC social interactions, then also the second will allow the first to have their fun during combat. If the players are petty and want all their cake without the others having their own, it's not actually the DM's fault. I believe that you should step in only if you notice that either group is stretching the scene too far and some player starts yawning at the table, at which point it's actually good for the DM to say it clearly that it's best for all to move on. Also, if the adventure allows or if you are the type of DM who has no problem winging it freely, as an alternative you can instead step in with an event that suddenly breaks the scene. For instance, a social interaction scene taking too long can easily be interrupted with a sudden emergency, an attention-grabbing event, or even a fight, and a combat scene taking too long can be interrupted with the decision of the enemies to parley or to flee, or with an environmental (probably dangerous or at least fastidious) event that forces the two sides to quit fighting and get away safe. [/QUOTE]
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