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Message no. 1
From: Jeff Norrell <norrell@*******.ME.UTEXAS.EDU>
Subject: GM'ing question
Date: Mon, 10 Oct 1994 10:24:25 +0600
I've got a question for any experienced GMs out there...

I ran my first ever SR game last night and experienced a couple of problems.
How do you handle a team (albeit inexperienced) that insists on debating every
choice they have to make? This includes conversations taking place with NPCs,
encounters, etc. If I were to basically punish them for dumb decisions or lack
of action (i.e. not responding promptly to a situation) they would be dead six
times over. However, I think that may have put a damper on the evening.

Anyways, how do you motivate your players to remain in character and play as if
the game were 'real time'?

Thanks for any help.
-Jeff
Message no. 2
From: Chris Lubrecht <lubrecht@***.EDU>
Subject: Re: GM'ing question
Date: Mon, 10 Oct 1994 12:13:07 -0400
Well if they have the time to discuss and debate...let them. These
breaks are perfect for when the Gm has to go to the bathroom. If they
are doing this say in combat, that have them lose actions for the time
they sit around discussing things. Putting thier conversation in real
time as in reference to game time usually serves as a warning. If it
continues, have a couple of bullets get REAL close. If it still
continues, have a bullet hit and do minimal damage. If it still
continues, kill someones character. While doing all this it is important
that you tell them to keep it movin, and all they are doing by
disscussing is providing better targets. Remember words mean nothing
without reinforcement.
--taken from Nigel's treaty on the Training of a Gaming
Group vol1 pp11065-66

(heh-heh)

Nigel
Message no. 3
From: Matt Hufstetler <gt2778a@*****.GATECH.EDU>
Subject: Re: GM'ing question
Date: Mon, 10 Oct 1994 15:05:15 -0400
>
>I've got a question for any experienced GMs out there...
>
>I ran my first ever SR game last night and experienced a couple of problems.
>How do you handle a team (albeit inexperienced) that insists on debating every
>choice they have to make? This includes conversations taking place with NPCs,
>encounters, etc. If I were to basically punish them for dumb decisions or lack
>of action (i.e. not responding promptly to a situation) they would be dead six
>times over. However, I think that may have put a damper on the evening.
>
>Anyways, how do you motivate your players to remain in character and play as if
>the game were 'real time'?

Well, don't kill em, but if you start shooting at them, it tends to make them
get
their butts into gear. Giving a few of 'em fleshwounds will also help.

But sitting down and mulling over the situation happens all the time.
Shadowrun just provides more situations for it.
Message no. 4
From: Gareth Owen <glowen1@*****.NHS.GOV.UK>
Subject: Re: GM'ing question
Date: Mon, 10 Oct 1994 17:34:26 +0100
>
> I've got a question for any experienced GMs out there...
>
> I ran my first ever SR game last night and experienced a couple of problems.
> How do you handle a team (albeit inexperienced) that insists on debating every
> choice they have to make? This includes conversations taking place with NPCs,
> encounters, etc. If I were to basically punish them for dumb decisions or lack
> of action (i.e. not responding promptly to a situation) they would be dead six
> times over. However, I think that may have put a damper on the evening.
>
> Anyways, how do you motivate your players to remain in character and play as if
> the game were 'real time'?
>
> Thanks for any help.
> -Jeff
>

Hmmmm. It's a tough one. I have lots of problems getting my players to
stay in character and not destroy the thread of the game by making
'tangential' comments. As for prompt reactions, try this in a combat.
When it's a players go, tell him the situation and start to count, fairly
slowly. If you reach six or eight or whatever, he loses his go. If he
asks his friends for advice, he'll probably lose his go, (of course if
he asks for clarification of the what he can see I feel the count should
be suspended). This should persaude them to react promptly pretty rapidly
without costing too many lives. Better yet, do it against an opponenet
that looks a lot harder than he really is, giving them 'encouragement'
with no actaul risk of destroying the game.

There are times also when you just have to say to the players "You cannot
have this conversation, Bob is half a mile away from Chuck, dangling
by his toenails from a cybercrane with a gag in his mouth and things are
happening on a second by second basis. What are you doing?"

Good Luck!

GLO

--
Gareth Owen | Mail: glowen1@*****.nhs.gov.uk
Message no. 5
From: Patrick F Omalley <omalleyp@*******.MSU.EDU>
Subject: Re: GM'ing question
Date: Mon, 10 Oct 1994 20:07:12 -0400
>
> Anyways, how do you motivate your players to remain in character and play as i
f
> the game were 'real time'?
>
> Thanks for any help.
> -Jeff
>

Greets,

The solution I came up with is to make the game run in 'real time' or
faster. This may not work with all groups, but it works with mine. You might
also try having them debate as their characters.




Patrick O'Malley (son of the Clan of Mailey)
ai141@***.nmc.edu
omalleyp@*******.msu.edu
=========================================/==========================
GAT d--- h++ s:+ g-/+ p? !au> a- w+(+++) \ also look for:
v++ c+++>++++ ? P? L 3 E? !N K- W--- M-- / Vizsla, Devil, Pengo,
!V -po+ Y+>++ t++ 5 j R++>+++ G tv \ K.I.A., POM, Hey you.
b+(+++) D++ b--- e+>++ u** h>+ f+(*) n---/==========================
y+
Message no. 6
From: Shadowdancer <BRIDDLE@*****.VINU.EDU>
Subject: Re: GM'ing question
Date: Mon, 10 Oct 1994 22:30:47 EST
What I do is simply let the argue(like posted earlier: restroom, smoke,
Cokes, etc.). If the runners are not in combat, and I get sufficiently
bored(happens often), or the arguement has degenerated, something
will "happen". For instance, the last run. After watching a spectacular
fight between two dragons, our heros decided that it was in their best
intrest to leave. Stealing a banshee, they headed for the CAS
border(they happened to be in Aztlan). In route, they started to argue
about the best and safest way back. After about ten minutes, they
started name calling. I was bored, so had a Juggernaut conviently
stepped on their LAV. Woke them up fast!! In combat, just make them
loose turns. Or throw a scattered grenade on top of the gas tanks that
just happened to spring up. They'll usually get the hint.



Many people run the shadows, praying that whatever gods they worship will smile upon them.
I waltz through shadows with my gods, and I lead!

-SHADOWDANCER-
Message no. 7
From: Chad Hessoun <chessoun@*******.COLUMBUS.OH.US>
Subject: Re: GM'ing question
Date: Wed, 12 Oct 1994 18:30:31 -0400
Jeff,
> How do you handle a team (albeit inexperienced) that insists on debating every
> choice they have to make? This includes conversations taking place with NPCs,
> encounters, etc.
[snip cut chop]
> Anyways, how do you motivate your players to remain in character and play as
>if the game were 'real time'?

Excellent suggestions from Gareth and Erik (Jameson), both of which I use.
Our group tends to over-plan, over-deliberate, and over-talk just about
any major situation. God forbid someone should risk dying or have todo
something potentially leading to bodily harm, or worse, financial ruin!
This happens with any game we play, but is especially annoying with SR. As
GM, I make sure everyone knows that karma awards [not to mention the
difficulty of life in general] ride on how well the players stay in
character and keep things moving. If the characters are in a time-critical
situation, counting works nicely. If they're in combat, they sure
don'thave time to consult with their buddies about what they're going to
do for the next three seconds [next round]. I remind of this, frequently.
Now, since they're new to all this, I'd cut them a fair amount of slack
(only if they're new to RPing in general, or action games). If an NPC is
present, every word out of their mouth counts. That's life, deal.

And if all else fails,
shoot/punch/kick/abuse/severely-inconvenience/drop-things-on/kill them.
They'll take the hint [insert evil grin and laugh here].

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