Post by mole on Oct 2, 2013 5:49:37 GMT
Some of the events of the last game gave me pause. I've thought about it, and I have a few suggestions.
1. Pausing Conflict
When going out-of-character, players should put their fist or weapon on their heads, or display blaze orange. (no change)
If 2 or more characters are in conflict, and one of them chooses to go out of game, they should also close their eyes and take 1 deep breath, as well as putting a fist or weapon on their heads, or displaying blaze orange.
Not only does this have a tremendous internal value in separating character conflict from player agenda, but it also displays a player's emotional control to everyone around.
2. Arranging a Scene
Out of character negotiations can be used to set up in character situations, and calibrate expectations.
For instance, if you'd really like it for the townspeople to punish your shenanigans with death instead of imprisoning you, then ask them what might make their characters willing to stick in the knife, and plan accordingly.
There's no need to give them all the details (who's going to force you?); simply open yourself up for inter-player input on how the roleplay you want to create out of your player agenda can be fun for everyone involved.
After all, there are no rules to stop us from enacting a situation along prearranged expectations. And even if we communicate about what we'd like to happen with one person, EVERYONE else gets to react to the situation.
3. Calling Out
Calling out bad behavior is hard. This is the hardest suggestion to make or to implement. But if a negative interaction feels like it's happening between players, not characters, we need strategies for communication. So here's a try.
(Imogen, neither our characters or us as players have ever had any conflict, so I'll use you as an example).
With fist on head, "Hey Shawna, I'm Feygon." Poof! Mole and Imogen are gone.
Or for a more direct approach, "Shawna, you are speaking to Feygon." Or even "Shawna <Tiberius> Riel, you are speaking to Feygon, and I don't like the way you're talking to me."
Now Mole and Imogen aren't there anymore, and Shauna can decide if they can negotiate out of character how they'd like the rest of the scene to go.
1. Pausing Conflict
When going out-of-character, players should put their fist or weapon on their heads, or display blaze orange. (no change)
If 2 or more characters are in conflict, and one of them chooses to go out of game, they should also close their eyes and take 1 deep breath, as well as putting a fist or weapon on their heads, or displaying blaze orange.
Not only does this have a tremendous internal value in separating character conflict from player agenda, but it also displays a player's emotional control to everyone around.
2. Arranging a Scene
Out of character negotiations can be used to set up in character situations, and calibrate expectations.
For instance, if you'd really like it for the townspeople to punish your shenanigans with death instead of imprisoning you, then ask them what might make their characters willing to stick in the knife, and plan accordingly.
There's no need to give them all the details (who's going to force you?); simply open yourself up for inter-player input on how the roleplay you want to create out of your player agenda can be fun for everyone involved.
After all, there are no rules to stop us from enacting a situation along prearranged expectations. And even if we communicate about what we'd like to happen with one person, EVERYONE else gets to react to the situation.
3. Calling Out
Calling out bad behavior is hard. This is the hardest suggestion to make or to implement. But if a negative interaction feels like it's happening between players, not characters, we need strategies for communication. So here's a try.
(Imogen, neither our characters or us as players have ever had any conflict, so I'll use you as an example).
With fist on head, "Hey Shawna, I'm Feygon." Poof! Mole and Imogen are gone.
Or for a more direct approach, "Shawna, you are speaking to Feygon." Or even "Shawna <Tiberius> Riel, you are speaking to Feygon, and I don't like the way you're talking to me."
Now Mole and Imogen aren't there anymore, and Shauna can decide if they can negotiate out of character how they'd like the rest of the scene to go.