We have all heard of the stories of a DM monologuing as the BBEG as the rogue player tells the DM mid monologue "I'd like to stab him!" And to some people they may find this hilarious and get a kick out of it. But I can tell you that a lot of DMs would get frustrated at the interruption.
As many players like to RP their characters in game actions, some DMs like to do that as well with their NPCs. Many DMs may even write a speech before the session to really try and wow the players in the moment. An epic build up to a fight with a dramatic monologue or dialogue with the players cut short by interruptions... DMs deserve to have fun too. So please, let your DM finish their monologue, or at the very least if you are going to attack, have a cool line to say before attacking.
When a DM is monologuing the boss before a fight, it is for the players benefit true, but there is a bigger side to it that players often forget.
The DM made this character. They wrote their backstory ,made their voice, made their stats, built their lair, and now, before the final fight, they are saying goodbye to their creation. Let them have it.
Otherwise, reasonable people can accept that there are practical limits to monologues on either position at the table in a ttrpg. A monologue is a device used in performance spaces and media where the other side of the table is presumably a passive audience. In such monologue the character gets a chance to be known etc. The necessity of such a device, I'd argue, is if the campaign or story arc is well designed the contrivance of a monologue is unnecessary, if the party has arrived upon the BBEG, they should know darn well why the boss battle is about to happen, with sure some leeway to pull out some twists or ironies that should require the monologue. As a device the monologue in modern storytelling is a much derided trope. The players are at the table to play the game with the DM, not grant the DM a standing ovation.
Also, come on - show some respect. I don't mean for the GM (but sure, that too) but for the drama. Sure it's a great scene when twin-scimitar guy faces off against Indy, but then Indy draws his revolver and drops him. But it works only once, and we've all seen that one already.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
The converse of this would be "for the drama" to use devices/contrivances that communicate the drama without pulling the PCs out of the game to witness what is basically a cut scene with nothing going on but talky talk. There is plenty of dramatic criticism that derides poorly utilization and/or performance of the monologue as "insulting to the audience". Again, in TTRPG the players aren't the audience, and a DM really needs to have a better literal game than the presumption "I'm a good story teller, I can. knock this monologue out of the park" in an interactive entertainment rather than trying to make ill advised adaptations of devices used in more passive audience media.
How many DMs actually write out and rehearse these monologues, as trained and better skilled actors actually do, versus speaking extemporaneously. A monologue, properly done, appears in a work that's entirely the writers tellings. The fact that you're in TTRPG space, means the floors been pulled out of that foundational assumption by the very fact that the PCs have been tearing up the scenery throughout the session.
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Jander Sunstar is the thinking person's Drizzt, fight me.
As in all things D&D, there is a balancing act. Monologue says something your character would immediately react to? React away. I know when I am DMing, I’ll often pepper conversations with things aimed at getting a rise out of a character, specifically to create moments like this.
DM floundering in their improve? Taking action can help give them an “out” they are clearly looking for.
DM’s trying to give you important information that might be helpful later? Perhaps hold off on swinging for a moment.
The balance of whether to act or not will be different for each circumstance - the decision whether to hear them out or Leroy Jenkins the boss should be made on a case-by-case basis, in light of the particular happenings of the conversation.
Not everyone wants to listen to the villain lecturing their players, and it is 100% reasonable for them to go and attack in the middle of it. If your goal is really to make a speech to let your players have fun, then getting angry at them for doing something different and/or more interesting isn't a good idea.
As always, your goal as the Dungeon Master is to make it so everyone can have a good time playing. You do need to get fun, and you have every right to leave the game or stop playing if you end up in a group that you can't do that in. With all that being said, Caerwyn is right that there has to be a balancing act in D&D, and not only can lectures and monologues be annoying and unfun, but the reason people play D&D is because they are the heroes who can control what is happening and affect how things go. Having no choice but to stand there will the BBEG rants can feels like a mockery of player agency, and a lot of DMs like me would actually have a great time having the evil guy get stabbed while he's monologuing.
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BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
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I think there are many ways to make villain exposition fun for both DM and players. The players attack during a monologue; turns out that was an illusion, and the real BBEG steps out from the shadows and continues their next line. The BBEG can deliver lines during combat, needling the players when they miss or fail. Shoot, play with the trope a little and have the monologue playing from a magical device while the fight commences. There's lots of options for a DM to have their villains shine and deliver prepared exposition without everything having to completely stop.
Still, just curious, how many DM defenders of the Word of Monologue do, as you're supposed to, actually script and prepare a monologue?
Balance that with the general principle of adventure design (not just D&D but every published TTRPG that talks about writing and adventure) that strongly advises against lengthly read aloud passages. There's a reason for that.
The monologue is sort of the DM's version of the PC's excessive backstory. In TTRPG's words matter, but so doesn't word economy. Again, use spoken language to carry forward the game, don't produce a talky cut scene that you're players would want to click past if they had the option. When monologues work in other media, it's because they've been earned by that character and performer. A DM who enjoys the entertainer aspects of being a DM should be much more aware of the work that goes into _earning_ the moment beyond simply running the game to lead up to a spotlight moment. And an honest DM, honesty also an important DM trait, should know whether they've earned it form their table or not.
Two clocks to think about. Bana's Hoots' speech to Harnett's Eversmann at the end of Blackhawk Down from "When I go home, people ask me ... 'why you do it?'" to "Don't even think about it, I'm better on my own." is almost exactly 1 minute, including time spent eating food. Samuel Jackson's Pulp Fiction ender to Tim Roth from "You read the Bible, Ringo?" to ""You're the weak, and I'm the Tyranny of Evil Men, but I'm trying, Ringo, I'm trying to be the Shepherd" is a little over two minutes (yeah I riff off both, a lot).
A DM who wants to monologue, like an improvisational actor, or stand up comic, needs to be able to read the room and know if the table is with them or not. Otherwise, engaging in language that's not actually carrying the game is bringing the game down.
For the heck of it, "Tears in Rain" is 50 seconds from "I have seen things" to "Time to die." Word economy is the best skill a DM can master outside mechanics, exemplary work in that department will help model to the rest of the players and lead to, I feel, more effective gaming.
DM's who whip out the equivalent of Nick Cave's Lay Me Low" are asking for an attack declaration.
given the naming of the OPs account I’m going with bot
Possible, though thread seems a bit more productive and different perspectives are meeting, engaging. But I think an actual human would be more like "Hey, I saw this [paste] what do you all think?" Also this PSA statement format goes back it looks at least to last summer with a quick google.
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Jander Sunstar is the thinking person's Drizzt, fight me.
Like, if I'm there for half an hour while I'm trying not to sleep, or at least not snore, he's getting the blade. If on the other hand, it's fairly short and is actually helping the story because it's explaining the stuff the players missed because they're useless at picking up on hints...then it's absolutely fine.
Everything that happens at the table should only happen if it furthers the goal of being fun for everyone. The DM just showing off with a long-winded monologue isn't fun for everyone else (well, some might, YMMV), so doing it for that sole purpose is dumb.
Monologues are only really good if something has failed though. They're not natural, nor is it natural for enemies to sit there at rapt attention while they occur. They can be useful when someone has messed up, though. For example, I recently ran a one-shot where the party was summoned because their names were found on a list in a book, which was linked to the disappearance of a scholar. They never bothered to read the book or ask about it, which would have given a massive hint as to what the BBEG was planning.
SMH.
So they go off to the lair, and find a tomb with a whole bunch of ritualistic paraphernalia which I took great care to describe and highlight to them so they'd ask. They just accepted everything and moved on.
SMDH.
They proceed through the temple and find various hints that they've been lured there so they could be sacrificed to supported the undead BBEG. They ignore all of them, including the fact that the original list described them as willing sacrifices. They gawk at the BBEG and ask her why she brought them here.
SMFDH!
Ok, monologue time...
If they had followed the clues and figured things out, she wouldn't have monologued. She'd have tempted them with immortality before trying to destroy them (when they refused). Whatever a monologue can convey, can generally be done better via clues, foreshadowing etc. Sometimes that doesn't work, which is when monologuing can be useful.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
A pure one-sided monologue might be a little too indulgent on the DM’s end, but I agree it’s really pretty boring when the party is finally ready for the showdown with the BBEG and either the DM skips any pre-combat dialogue or that one guy in the party blurts out “I attack them” right at the start of the scene. Let the people who are there for more than just rolling dice have some fun at scenes like this.
The only time I monologue is when the characters have managed to fall for my often overly complicated schemes to get them to put themselves into my clutches, and I am about to TPK them unaware that one of them is working on escaping my well planned trap.
I don’t need to railroad them, mind you — I am quite good at getting players to trap themselves, lol.
Then I monologue. And it stops if a fight breaks out.
what doesn’t stop is my pointing out their pitiful inadequacies and meager abilities in comparison to my own. “You call that a critical hit? Why my mother did better ones in her 90’s!” “That isn’t a lightning bolt! This is a lightning bolt!” “What, you gonna poke me with your little sword? Ooooh, I am so scared. Not.”
As for backstory, why, that is either well known or something learned during all the previous adventures. Unless they didn’t read it. In which case, well, drat. Curses, foiled again!
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Regarding monologues, traditionally the other participants in the performance have access to the same script. They know how long the monologue will be and when they are cued to speak out. In short, if they don't know your monologue then how can they know when they should just listen vs when your a roleplaying and looking for interaction.
It is an unfair request to the players; especially when some DMs point out at times during a session or campaign that they want the players to move the game along. So when it is established the players drive the action and are responsible for interactions then it should be anticipated they are looking to jump in. Another way to think about, recall the times when the game comes to a halt because players are waiting for the DM or someone to do something to move the action. If you want engaging players who keep the narrative going then when your NCP (regardless of who it is) says something that motivates the player to act then they are doing what they have been conditioned too.
With that said, if you want to monologue then you need to establish the tone of the scene so the players are aware they cannot act at this time James Bond is usually captured and outnumbered when the bad guy is monologuing. It is established he can't do anything at that time so he listens and plots. It doesn't happen mid chase scene. So one thing that could help is putting the players in a position where they can't take any action against the character and can only listen. Maybe the characters must cautiously walk up toward chamber where the combat will occur and the monster speaks to them. Or the party is hiding and waiting to spring their planned attack but the creature is aware of their presence; and opts to mock them to set the mood. Or make it clear through other NPCs or evidence the party discovered that the monster has information and they need to parley to learn this detail.
In short, without a script, the players can't tell the difference when to engage and when to listen to a monologue.
I have NO problem saying to my players, "Well if you would've listened to the blurb I spent half an afternoon writing and editing instead of dicking around with your dice and looking at your phone, you'd know EXACTLY what's going on".
This is why some DMs insist on a physical character sheet and will not allow apps at their tables. It's bad enough when players treat a character sheet as the be-all and end-all of what they can do instead of using whatever pulses between their ears and stare at the character sheet for extended periods before they ultimately decide what to do than having them staring at their frigging phones probably scrolling through Instagram and paying bugger-all attention to what's going on. I don't even use a proper character sheet. I'm still just scrawling things in a notebook or on a piece a paper like I did when I first started playing and couldn't find official ones in shops anyway and the luxury of printing them off wasn't yet available to us.
INSPIRATIONS:Clark Ashton Smith, Mervyn Peake, Jack Vance, Michael Moorcock, Fritz Leiber, M. John Harrison, Gene Wolfe, Steven Brust, Terry Pratchett, China Miéville.
Imagine players growing impatient with the Keeper in a game of Call of Cthulhu as he or she launches into a monologue delivered by the big bad evil guy as the big bad evil guy inadvertently reveals what must be done to prevent the consequences of the ritual the big bad evil guy has just performed.
What's then about to happen to your characters in that game is going to teach you the importance of patience.
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INSPIRATIONS:Clark Ashton Smith, Mervyn Peake, Jack Vance, Michael Moorcock, Fritz Leiber, M. John Harrison, Gene Wolfe, Steven Brust, Terry Pratchett, China Miéville.
SYSTEMS: ShadowDark, C&C, AD&D.
GEAR: pencils, graph paper, dice.
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We have all heard of the stories of a DM monologuing as the BBEG as the rogue player tells the DM mid monologue "I'd like to stab him!" And to some people they may find this hilarious and get a kick out of it. But I can tell you that a lot of DMs would get frustrated at the interruption.
As many players like to RP their characters in game actions, some DMs like to do that as well with their NPCs. Many DMs may even write a speech before the session to really try and wow the players in the moment. An epic build up to a fight with a dramatic monologue or dialogue with the players cut short by interruptions... DMs deserve to have fun too. So please, let your DM finish their monologue, or at the very least if you are going to attack, have a cool line to say before attacking.
Thank you everyone!
When a DM is monologuing the boss before a fight, it is for the players benefit true, but there is a bigger side to it that players often forget.
The DM made this character. They wrote their backstory ,made their voice, made their stats, built their lair, and now, before the final fight, they are saying goodbye to their creation. Let them have it.
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Read the discussion on Reddit, from where the OP copy and pasted their post after creating their account:
https://www.reddit.com/r/DnD/comments/11w6ra2/psa_players_let_your_dm_monologue/
Otherwise, reasonable people can accept that there are practical limits to monologues on either position at the table in a ttrpg. A monologue is a device used in performance spaces and media where the other side of the table is presumably a passive audience. In such monologue the character gets a chance to be known etc. The necessity of such a device, I'd argue, is if the campaign or story arc is well designed the contrivance of a monologue is unnecessary, if the party has arrived upon the BBEG, they should know darn well why the boss battle is about to happen, with sure some leeway to pull out some twists or ironies that should require the monologue. As a device the monologue in modern storytelling is a much derided trope. The players are at the table to play the game with the DM, not grant the DM a standing ovation.
Jander Sunstar is the thinking person's Drizzt, fight me.
Also, come on - show some respect. I don't mean for the GM (but sure, that too) but for the drama. Sure it's a great scene when twin-scimitar guy faces off against Indy, but then Indy draws his revolver and drops him. But it works only once, and we've all seen that one already.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
The converse of this would be "for the drama" to use devices/contrivances that communicate the drama without pulling the PCs out of the game to witness what is basically a cut scene with nothing going on but talky talk. There is plenty of dramatic criticism that derides poorly utilization and/or performance of the monologue as "insulting to the audience". Again, in TTRPG the players aren't the audience, and a DM really needs to have a better literal game than the presumption "I'm a good story teller, I can. knock this monologue out of the park" in an interactive entertainment rather than trying to make ill advised adaptations of devices used in more passive audience media.
How many DMs actually write out and rehearse these monologues, as trained and better skilled actors actually do, versus speaking extemporaneously. A monologue, properly done, appears in a work that's entirely the writers tellings. The fact that you're in TTRPG space, means the floors been pulled out of that foundational assumption by the very fact that the PCs have been tearing up the scenery throughout the session.
Jander Sunstar is the thinking person's Drizzt, fight me.
Players: *doesn't listen when characters talk*, *attacks the bad guy mid-monologue for the lulz*
Also players: "I don't understand what's going on. What's my motivation to do the story??"
As in all things D&D, there is a balancing act. Monologue says something your character would immediately react to? React away. I know when I am DMing, I’ll often pepper conversations with things aimed at getting a rise out of a character, specifically to create moments like this.
DM floundering in their improve? Taking action can help give them an “out” they are clearly looking for.
DM’s trying to give you important information that might be helpful later? Perhaps hold off on swinging for a moment.
The balance of whether to act or not will be different for each circumstance - the decision whether to hear them out or Leroy Jenkins the boss should be made on a case-by-case basis, in light of the particular happenings of the conversation.
Not everyone wants to listen to the villain lecturing their players, and it is 100% reasonable for them to go and attack in the middle of it. If your goal is really to make a speech to let your players have fun, then getting angry at them for doing something different and/or more interesting isn't a good idea.
As always, your goal as the Dungeon Master is to make it so everyone can have a good time playing. You do need to get fun, and you have every right to leave the game or stop playing if you end up in a group that you can't do that in. With all that being said, Caerwyn is right that there has to be a balancing act in D&D, and not only can lectures and monologues be annoying and unfun, but the reason people play D&D is because they are the heroes who can control what is happening and affect how things go. Having no choice but to stand there will the BBEG rants can feels like a mockery of player agency, and a lot of DMs like me would actually have a great time having the evil guy get stabbed while he's monologuing.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.I think there are many ways to make villain exposition fun for both DM and players. The players attack during a monologue; turns out that was an illusion, and the real BBEG steps out from the shadows and continues their next line. The BBEG can deliver lines during combat, needling the players when they miss or fail. Shoot, play with the trope a little and have the monologue playing from a magical device while the fight commences. There's lots of options for a DM to have their villains shine and deliver prepared exposition without everything having to completely stop.
interesting - another spam bot?
given the naming of the OPs account I’m going with bot
Still, just curious, how many DM defenders of the Word of Monologue do, as you're supposed to, actually script and prepare a monologue?
Balance that with the general principle of adventure design (not just D&D but every published TTRPG that talks about writing and adventure) that strongly advises against lengthly read aloud passages. There's a reason for that.
The monologue is sort of the DM's version of the PC's excessive backstory. In TTRPG's words matter, but so doesn't word economy. Again, use spoken language to carry forward the game, don't produce a talky cut scene that you're players would want to click past if they had the option. When monologues work in other media, it's because they've been earned by that character and performer. A DM who enjoys the entertainer aspects of being a DM should be much more aware of the work that goes into _earning_ the moment beyond simply running the game to lead up to a spotlight moment. And an honest DM, honesty also an important DM trait, should know whether they've earned it form their table or not.
Two clocks to think about. Bana's Hoots' speech to Harnett's Eversmann at the end of Blackhawk Down from "When I go home, people ask me ... 'why you do it?'" to "Don't even think about it, I'm better on my own." is almost exactly 1 minute, including time spent eating food. Samuel Jackson's Pulp Fiction ender to Tim Roth from "You read the Bible, Ringo?" to ""You're the weak, and I'm the Tyranny of Evil Men, but I'm trying, Ringo, I'm trying to be the Shepherd" is a little over two minutes (yeah I riff off both, a lot).
A DM who wants to monologue, like an improvisational actor, or stand up comic, needs to be able to read the room and know if the table is with them or not. Otherwise, engaging in language that's not actually carrying the game is bringing the game down.
For the heck of it, "Tears in Rain" is 50 seconds from "I have seen things" to "Time to die." Word economy is the best skill a DM can master outside mechanics, exemplary work in that department will help model to the rest of the players and lead to, I feel, more effective gaming.
DM's who whip out the equivalent of Nick Cave's Lay Me Low" are asking for an attack declaration.
Jander Sunstar is the thinking person's Drizzt, fight me.
Possible, though thread seems a bit more productive and different perspectives are meeting, engaging. But I think an actual human would be more like "Hey, I saw this [paste] what do you all think?" Also this PSA statement format goes back it looks at least to last summer with a quick google.
Jander Sunstar is the thinking person's Drizzt, fight me.
Define "allow".
Like, if I'm there for half an hour while I'm trying not to sleep, or at least not snore, he's getting the blade. If on the other hand, it's fairly short and is actually helping the story because it's explaining the stuff the players missed because they're useless at picking up on hints...then it's absolutely fine.
Everything that happens at the table should only happen if it furthers the goal of being fun for everyone. The DM just showing off with a long-winded monologue isn't fun for everyone else (well, some might, YMMV), so doing it for that sole purpose is dumb.
Monologues are only really good if something has failed though. They're not natural, nor is it natural for enemies to sit there at rapt attention while they occur. They can be useful when someone has messed up, though. For example, I recently ran a one-shot where the party was summoned because their names were found on a list in a book, which was linked to the disappearance of a scholar. They never bothered to read the book or ask about it, which would have given a massive hint as to what the BBEG was planning.
SMH.
So they go off to the lair, and find a tomb with a whole bunch of ritualistic paraphernalia which I took great care to describe and highlight to them so they'd ask. They just accepted everything and moved on.
SMDH.
They proceed through the temple and find various hints that they've been lured there so they could be sacrificed to supported the undead BBEG. They ignore all of them, including the fact that the original list described them as willing sacrifices. They gawk at the BBEG and ask her why she brought them here.
SMFDH!
Ok, monologue time...
If they had followed the clues and figured things out, she wouldn't have monologued. She'd have tempted them with immortality before trying to destroy them (when they refused). Whatever a monologue can convey, can generally be done better via clues, foreshadowing etc. Sometimes that doesn't work, which is when monologuing can be useful.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
A pure one-sided monologue might be a little too indulgent on the DM’s end, but I agree it’s really pretty boring when the party is finally ready for the showdown with the BBEG and either the DM skips any pre-combat dialogue or that one guy in the party blurts out “I attack them” right at the start of the scene. Let the people who are there for more than just rolling dice have some fun at scenes like this.
Mutual respect.
DM respects their players and doesn't veiw them as a captive audience for an excessive monologue.
Players respect their DM and let them have their moment that they have put so much effort into building up to.
Not exactly rocket science.
The only time I monologue is when the characters have managed to fall for my often overly complicated schemes to get them to put themselves into my clutches, and I am about to TPK them unaware that one of them is working on escaping my well planned trap.
I don’t need to railroad them, mind you — I am quite good at getting players to trap themselves, lol.
Then I monologue. And it stops if a fight breaks out.
what doesn’t stop is my pointing out their pitiful inadequacies and meager abilities in comparison to my own. “You call that a critical hit? Why my mother did better ones in her 90’s!” “That isn’t a lightning bolt! This is a lightning bolt!” “What, you gonna poke me with your little sword? Ooooh, I am so scared. Not.”
As for backstory, why, that is either well known or something learned during all the previous adventures. Unless they didn’t read it. In which case, well, drat. Curses, foiled again!
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Regarding monologues, traditionally the other participants in the performance have access to the same script. They know how long the monologue will be and when they are cued to speak out. In short, if they don't know your monologue then how can they know when they should just listen vs when your a roleplaying and looking for interaction.
It is an unfair request to the players; especially when some DMs point out at times during a session or campaign that they want the players to move the game along. So when it is established the players drive the action and are responsible for interactions then it should be anticipated they are looking to jump in. Another way to think about, recall the times when the game comes to a halt because players are waiting for the DM or someone to do something to move the action. If you want engaging players who keep the narrative going then when your NCP (regardless of who it is) says something that motivates the player to act then they are doing what they have been conditioned too.
With that said, if you want to monologue then you need to establish the tone of the scene so the players are aware they cannot act at this time James Bond is usually captured and outnumbered when the bad guy is monologuing. It is established he can't do anything at that time so he listens and plots. It doesn't happen mid chase scene. So one thing that could help is putting the players in a position where they can't take any action against the character and can only listen. Maybe the characters must cautiously walk up toward chamber where the combat will occur and the monster speaks to them. Or the party is hiding and waiting to spring their planned attack but the creature is aware of their presence; and opts to mock them to set the mood. Or make it clear through other NPCs or evidence the party discovered that the monster has information and they need to parley to learn this detail.
In short, without a script, the players can't tell the difference when to engage and when to listen to a monologue.
This is why some DMs insist on a physical character sheet and will not allow apps at their tables. It's bad enough when players treat a character sheet as the be-all and end-all of what they can do instead of using whatever pulses between their ears and stare at the character sheet for extended periods before they ultimately decide what to do than having them staring at their frigging phones probably scrolling through Instagram and paying bugger-all attention to what's going on. I don't even use a proper character sheet. I'm still just scrawling things in a notebook or on a piece a paper like I did when I first started playing and couldn't find official ones in shops anyway and the luxury of printing them off wasn't yet available to us.
INSPIRATIONS: Clark Ashton Smith, Mervyn Peake, Jack Vance, Michael Moorcock, Fritz Leiber, M. John Harrison, Gene Wolfe, Steven Brust, Terry Pratchett, China Miéville.
SYSTEMS: ShadowDark, C&C, AD&D.
GEAR: pencils, graph paper, dice.
Imagine players growing impatient with the Keeper in a game of Call of Cthulhu as he or she launches into a monologue delivered by the big bad evil guy as the big bad evil guy inadvertently reveals what must be done to prevent the consequences of the ritual the big bad evil guy has just performed.
What's then about to happen to your characters in that game is going to teach you the importance of patience.
INSPIRATIONS: Clark Ashton Smith, Mervyn Peake, Jack Vance, Michael Moorcock, Fritz Leiber, M. John Harrison, Gene Wolfe, Steven Brust, Terry Pratchett, China Miéville.
SYSTEMS: ShadowDark, C&C, AD&D.
GEAR: pencils, graph paper, dice.