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General Tabletop Discussion
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Table Dynamics: Fostering Collaboration
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<blockquote data-quote="TiQuinn" data-source="post: 9625508" data-attributes="member: 4871"><p>I think one thing that can help is change the way you run the game by asking direct questions of each player about what they're going to do, ending with the leader. Engage them individually, and get them used to speaking up for what they want their PC to do. Similarly, when the speaker player comes up with an idea, put it back onto the rest of the party. You've indicated the speaker often doesn't make the right call. Give them a freebie the next time the speaker comes up with an idea that you know is not going to work out, but put the control back with the players:</p><p></p><p>"Do the rest of you agree with this plan? Is that <em>really</em> what you want to do? Maybe you folks want to talk it out amongst yourselves a little bit more."</p><p></p><p>You can even just be direct about it. You can say something to the effect of "I'd like to hear some more ideas from everyone at the table. I know Player X is willing to offer up the ideas for the group, but I'm not really seeing very much enthusiasm or engagement from the rest of you. If you're going to coordinate your plans, that's fine, but remember your character is your character." This might rub Player X, the speaker, the wrong way, but if this is an issue for your enjoyment, you can speak up since you are a player at that table too.</p><p></p><p>I would suggest doing this a few times, and if they don't pick up on it, you have a choice to let it drop or maybe find a different game, if it's really that much of an issue for you. Ultimately, you can't force someone to play a way they don't want to play. But sometimes, it's just about starting the ball rolling downhill to start a change, and you won't know til you try.</p></blockquote><p></p>
[QUOTE="TiQuinn, post: 9625508, member: 4871"] I think one thing that can help is change the way you run the game by asking direct questions of each player about what they're going to do, ending with the leader. Engage them individually, and get them used to speaking up for what they want their PC to do. Similarly, when the speaker player comes up with an idea, put it back onto the rest of the party. You've indicated the speaker often doesn't make the right call. Give them a freebie the next time the speaker comes up with an idea that you know is not going to work out, but put the control back with the players: "Do the rest of you agree with this plan? Is that [I]really[/I] what you want to do? Maybe you folks want to talk it out amongst yourselves a little bit more." You can even just be direct about it. You can say something to the effect of "I'd like to hear some more ideas from everyone at the table. I know Player X is willing to offer up the ideas for the group, but I'm not really seeing very much enthusiasm or engagement from the rest of you. If you're going to coordinate your plans, that's fine, but remember your character is your character." This might rub Player X, the speaker, the wrong way, but if this is an issue for your enjoyment, you can speak up since you are a player at that table too. I would suggest doing this a few times, and if they don't pick up on it, you have a choice to let it drop or maybe find a different game, if it's really that much of an issue for you. Ultimately, you can't force someone to play a way they don't want to play. But sometimes, it's just about starting the ball rolling downhill to start a change, and you won't know til you try. [/QUOTE]
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