Recently, I've been playing in a game with about 5 other players. We were discussing our future course of action on 2 occasions (In character) and a couple of the players decided that "It is taking to long, Let's move on". Rushing the others through their RP. I understand that the DM has a general outline of what should happen in a session, but i feel that it is extremely rude to just rush through everything. It ruins any sort of roleplaying and character development.
What's your thoughts on this? I haven't discussed this with the table on the grounds of starting drama within the group.
If it improves your game i wouldnt be afraid of letting your other players and GM know of your concern. As long as youre not going in circles and progress is being made then I say RP away.
I can understand their issue if theyre getting bored and want to move on but rushing kills the moment and drive, recently before i realised this I rushed a segment of my own characters rp as the rest of the party moved on for a heist and characters from my chars past showed up for some time. I wouldved liked to stay but i didnt want to ruin it for others and have them wait bored while i was solo held back at the tavern.
I wouldnt be afraid to start any drama, communciation is key for this game and letting people know of your issues currently isnt A bad thing. Even the players who wish to rush may have an underlying issue you could all talk about to make your game better.
I'm afraid this question is impossible to answer without some context. How long, exactly, is it taking the group to make this decision? What sort of decision, for that matter? Are these "rushing" players doing this in character, or out of character? Is the DM one of the people doing the rushing, or one of the people doing intricate RP?
Ultimately, every individual player is going to have their own speed they like/want to play at. For some people, the roleplay is not very important -- it's all just fluff if it doesn't have a direct story relevance. For other people, it's the opposite -- the roleplay is the whole reason to play, and the combat sequences are a necessary evil in order to play the game at all. If your group is having a gamespeed mismatch, you can try talking it out, but it's entirely possible that those 2 players just don't match the group. If that turns out to be true, they may need to find a different group to play with that matches their pace better.
Let them rush on, on their own. The rest of the group does not need to stop their discussions, especially in character, just because some impatient person left the group.
It may be worth having a discussion at the table about this before it starts to cause major friction in the group. It may be a difference in play style or decision making style. The "impatient" players may have decided that a decision was reached a while ago and further discussion is not fun for them. They may feel that the momentum of the game is being unnecessarily slowed by excessive talking. Perhaps a compromise can be worked out.
I would try to be an adult and discuss with the players and the GM the issue. The point of the game is for everyone to have fun and if some people aren't enjoying others fun it should be talked about and the players who want the RP to move on can possibly be a little more patient and those who would like it can speed it up a little. Both of the players can make a compromise but that can only happen when you all sit down and talk about it.
The Truth is D&D is being absolutely RUINED by all the over the top night at the improve nonsense.
Shush, let people play they want. D&D has always been about dramatic improv and the like. People always have (and still do) dressed up as their characters and speak in voices.
Nothing is ruining D&D except people who think it's being ruined.
The Truth is D&D is being absolutely RUINED by all the over the top night at the improve nonsense.
I'm going to agree with Davedamon on this one. D&D is as popular and successful as it is precisely becomes it can be played in many different ways to suit the players. You can have combat-focused dungeon crawl games, or RP-heavy political intrigue and you can have low-fantasy or high-fantasy, you can have strings of one-shots or you can have great epic quests, you can have action and puzzles, comedy or horror.
Let's not go with the "your fun is wrong" nonsense. How people roleplay in their roleplaying game is up to them and makes no difference to you and your games.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Recently, I've been playing in a game with about 5 other players. We were discussing our future course of action on 2 occasions (In character) and a couple of the players decided that "It is taking to long, Let's move on". Rushing the others through their RP. I understand that the DM has a general outline of what should happen in a session, but i feel that it is extremely rude to just rush through everything. It ruins any sort of roleplaying and character development.
What's your thoughts on this? I haven't discussed this with the table on the grounds of starting drama within the group.
Yeah, fortunately or unfortunately, different people like different things. While good roleplaying can entertain everyone, it doesn't always. It's good that you discussed it openly and came to a compromise already. As a person who likes, as it was put in this thread "over the top night at the improve" nonsense, I feel for you.
It depends on the context, as someone else said. If your roleplaying was with another player, talking about how your characters feel about something that happened? That's cool, but I can see how that sort of thing could be seen as superfluous by your fellow players. If your roleplaying was trying to talk your way into or out of something then I would say your fellow player is better off piping down.
Dialogue should advance the plot. It's a simple rule from writing, but I think it works with roleplaying. Similar to the world of acting: don't act between your lines. Act on your lines. Or translated into roleplaying: don't roleplay for roleplaying's sake? Everything should have a purpose and that purpose should be getting to the end of the session and eventually, the campaign.
Obviously, take this all with a grain of salt. I once had a session the characters sit down for a tea party with an old lady. Having fun is the right thing to do and it's encouraged to be silly or dramatic. I love it when my players decide to do something mundane. But if not everyone enjoys the talky bits, then that's not fair to them. What I did when I was a player, was I roleplayed my character strongly, but I did so in a way that didn't require other people to talk back to me. Most of my group weren't "actors", but they enjoyed my ridiculous displays, while my character tried to fluster through cultural misunderstandings.
I'm saying find something that lets you experience your character and their journey without bogging down the game too much.
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Recently, I've been playing in a game with about 5 other players. We were discussing our future course of action on 2 occasions (In character) and a couple of the players decided that "It is taking to long, Let's move on". Rushing the others through their RP. I understand that the DM has a general outline of what should happen in a session, but i feel that it is extremely rude to just rush through everything. It ruins any sort of roleplaying and character development.
What's your thoughts on this? I haven't discussed this with the table on the grounds of starting drama within the group.
Keeping it real for as long as i can remember.
If it improves your game i wouldnt be afraid of letting your other players and GM know of your concern. As long as youre not going in circles and progress is being made then I say RP away.
I can understand their issue if theyre getting bored and want to move on but rushing kills the moment and drive, recently before i realised this I rushed a segment of my own characters rp as the rest of the party moved on for a heist and characters from my chars past showed up for some time. I wouldved liked to stay but i didnt want to ruin it for others and have them wait bored while i was solo held back at the tavern.
I wouldnt be afraid to start any drama, communciation is key for this game and letting people know of your issues currently isnt A bad thing. Even the players who wish to rush may have an underlying issue you could all talk about to make your game better.
I'm afraid this question is impossible to answer without some context. How long, exactly, is it taking the group to make this decision? What sort of decision, for that matter? Are these "rushing" players doing this in character, or out of character? Is the DM one of the people doing the rushing, or one of the people doing intricate RP?
Ultimately, every individual player is going to have their own speed they like/want to play at. For some people, the roleplay is not very important -- it's all just fluff if it doesn't have a direct story relevance. For other people, it's the opposite -- the roleplay is the whole reason to play, and the combat sequences are a necessary evil in order to play the game at all. If your group is having a gamespeed mismatch, you can try talking it out, but it's entirely possible that those 2 players just don't match the group. If that turns out to be true, they may need to find a different group to play with that matches their pace better.
Let them rush on, on their own. The rest of the group does not need to stop their discussions, especially in character, just because some impatient person left the group.
It may be worth having a discussion at the table about this before it starts to cause major friction in the group. It may be a difference in play style or decision making style. The "impatient" players may have decided that a decision was reached a while ago and further discussion is not fun for them. They may feel that the momentum of the game is being unnecessarily slowed by excessive talking. Perhaps a compromise can be worked out.
Play style clash can be a difficult thing.
I would try to be an adult and discuss with the players and the GM the issue. The point of the game is for everyone to have fun and if some people aren't enjoying others fun it should be talked about and the players who want the RP to move on can possibly be a little more patient and those who would like it can speed it up a little. Both of the players can make a compromise but that can only happen when you all sit down and talk about it.
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Thank you everyone. I grew a pair and discussed it with the group. We have come to a compromise.
Keeping it real for as long as i can remember.
The Truth is D&D is being absolutely RUINED by all the over the top night at the improve nonsense.
Shush, let people play they want. D&D has always been about dramatic improv and the like. People always have (and still do) dressed up as their characters and speak in voices.
Nothing is ruining D&D except people who think it's being ruined.
Find my D&D Beyond articles here
I'm going to agree with Davedamon on this one. D&D is as popular and successful as it is precisely becomes it can be played in many different ways to suit the players. You can have combat-focused dungeon crawl games, or RP-heavy political intrigue and you can have low-fantasy or high-fantasy, you can have strings of one-shots or you can have great epic quests, you can have action and puzzles, comedy or horror.
Let's not go with the "your fun is wrong" nonsense. How people roleplay in their roleplaying game is up to them and makes no difference to you and your games.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Yeah, fortunately or unfortunately, different people like different things. While good roleplaying can entertain everyone, it doesn't always. It's good that you discussed it openly and came to a compromise already. As a person who likes, as it was put in this thread "over the top night at the improve" nonsense, I feel for you.
It depends on the context, as someone else said. If your roleplaying was with another player, talking about how your characters feel about something that happened? That's cool, but I can see how that sort of thing could be seen as superfluous by your fellow players. If your roleplaying was trying to talk your way into or out of something then I would say your fellow player is better off piping down.
Dialogue should advance the plot. It's a simple rule from writing, but I think it works with roleplaying. Similar to the world of acting: don't act between your lines. Act on your lines. Or translated into roleplaying: don't roleplay for roleplaying's sake? Everything should have a purpose and that purpose should be getting to the end of the session and eventually, the campaign.
Obviously, take this all with a grain of salt. I once had a session the characters sit down for a tea party with an old lady. Having fun is the right thing to do and it's encouraged to be silly or dramatic. I love it when my players decide to do something mundane. But if not everyone enjoys the talky bits, then that's not fair to them. What I did when I was a player, was I roleplayed my character strongly, but I did so in a way that didn't require other people to talk back to me. Most of my group weren't "actors", but they enjoyed my ridiculous displays, while my character tried to fluster through cultural misunderstandings.
I'm saying find something that lets you experience your character and their journey without bogging down the game too much.