Topic: Turtle player - advice?
Started by: StalkingBlue
Started on: 8/20/2004
Board: Actual Play
On 8/20/2004 at 8:37pm, StalkingBlue wrote:
Turtle player - advice?
This quote from one of Ron Edwards's GNS articles made me shiver, it is so precisely a description of one of the players in my DnD Midnight game:
"I have met dozens, perhaps over a hundred, very experienced role-players
with this profile: a limited repertoire of games behind him and extremely
defensive and turtle-like play tactics. Ask for a character background, and
he resists, or if he gives you one, he never makes use of it or responds to
cues about it. Ask for actions - he hunkers down and does nothing unless
there's a totally unambiguous lead to follow or a foe to fight. His universal
responses include "My guy doesn't want to," and, "I say nothing."
I have not, in over twenty years of role-playing, ever seen such a person
have a good time role-playing. I have seen a lot of groups founder due to the
presence of one such participant. Yet they really want to play..."
The last paragraph of the above quote actually only partly fits my player - he really wants to play, _and_ he really enjoyed himself recently in a pure roleplaying challenge (after dithering for a session and a half about whether or not to engage, while other players went ahead and dealt with their own challenges and opportunities).
I try to run my game at two distinct levels: tactical DnD wargame for combat sessions, character-centred stuff with a mix of sundry non-combat challenges in other sessions. My turtle player loves to conjecture outlandish possibilities and at times can practically paralyse the group with his talking in paranoid circles .... OTOH sometimes he has brilliant ideas, when (rarely) he steps up to a roleplaying challenge he can be good at it and visibly enjoys himself - but then he clamps back down and I have to fight every inch of the way, it feels like, to get him to engage again.
I'm trying to get him to open up but it's a long hard battle. Sometimes I think I'm making progress, sometimes I'm not so sure. I know this player has had some weird experiences with other GMs in the past, one in particular he described as being "all smoke and mirrors" - that might explain his mindset to some extent. But he's now been playing in my game for seven months and is still a difficult case, although he reliably turns up for every session, takes notes and writes passable, entertaining and mostly reliable chronicles of our games.
Have any of you people experienced turtle players and found a way to help them out of their shell? If so, what did you do, or avoid?
As a secondary remedy if you didn't get a turtle to open up, what did you do to contain the damage and let everyone wtill have fun with their different styles?
(I know of course about the possible remedy of getting rid of players who are a liability - but that's not currently what I'm looking at here. We like our resident turtle, we'd just like to get him to come out of his shell a bit more ... )
On 8/20/2004 at 9:07pm, TonyLB wrote:
RE: Turtle player - advice?
You're trying too hard.
The player is asserting his right to choose not to be engaged. Every time you try to drag him in more aggressively, you are assailing that very right. You're saying that not caring is forbidden.
There is absolutely nothing so enticing as the forbidden.
You can not force the player to care. The more you try to, the more attractive not caring becomes... it proves his independence and makes him the center of attention, all at the same time.
But the fact that he enjoys the game says that he wants to care, if you'll get out of the way and let him do it on his own terms.
Try treating him like just another player for five or six sessions. Give him the same opportunities to engage in the world that you would for anyone else, but plan carefully so that it won't matter to you whether or not he avails himself of them.
It is not your job to assure his fun. It cannot be your job, because nobody on God's green earth can give you the tools to reach directly into his mind and turn on his fun receptors.
On 8/20/2004 at 10:39pm, hix wrote:
RE: Turtle player - advice?
I like Tony's advice, which I interpret as 'taking the pressure off the situation'.
Another possibility (that extends on that idea) is to consider encouraging him out of his shell as a multi-episode, multi-game endeavour. Now I'm not saying you're responsible for him changing his behaviour ... but you can demonstrate that there's not so much to get defensive about.
Example:
In the Buffy game I ran over christmas, one of the characters (Jo) had a boyfriend. The most cynical player said, "Watch out, he's destined to get kidnapped." So I made it my mission to ensure that nothing bad happened to that NPC, that Jo's player always felt comfortable and entertained about what was going on.
The Point:
Say the player feels that he will be taken advantage of by NPCs. Show one of the other players having a blast with an NPC relationship (that you NEVER take advantage of). Then - after a few sessions / games - start creating an NPC rich environment. IF your player likes hanging out with one of the NPCs, make them into a side-kick / foil. Use the NPC to engage them in non-threatening elements of the rest of your world (family squabbles, marital entanglements, etc).
Basically, it's not extra work on your part. You've just shown the player a cool alternative to how he's currently playing and given him the opportunity to try it out.
On 8/21/2004 at 1:19am, eef wrote:
RE: Turtle player - advice?
There was a time in my life when I was going through a lot of personal changes and hard choices, and what I wanted most out of RPGs was a chance to relax and just be somebody else for a while, somebody without worries beyond bashing the next ork. In short, turtle maximus.
The player may be getting a whole lot out of your game, just by hanging out.
That being said, the player does give off a few red lights. "talking in paranoid circles" and worrying about a past GM that was "all smoke and mirrors" -- that doesn't sound like the healthiest of individuals. Be careful about getting the player to be more active. You may get your wish :-).
On 8/21/2004 at 5:53am, bcook1971 wrote:
RE: Turtle player - advice?
StalkingBlue wrote: Have any of you people experienced turtle players and found a way to help them out of their shell? If so, what did you do, or avoid?
Yes. One of the former players in my group was very risk aversive. He'd play high-level mages (1st ed. AD&D) with some defense or backup for every conceivable type of threat. And he was very secretive. Many times we'd ask him what he's up to and he'd just sit there with a knowing smile on his face, refusing to answer. It seemed like his character was a one-person clique within the party.
As an unrelated issue, I started implementing a lot of position-based house rules, as well as a more efficient and direct method of establishing initiative and calling for action. This picked up the pace considerably while throwing many assumptions into question. For instance, I wouldn't let sword fighters target flyers unless the flyers had targeted them with a swooping attack that round. Also, I played the module straight from the page, resulting in the whole party getting ass-whooped by a golemn who could only be harmed with blunt weapons. (The high attack rate, two-axe wielding dwarf was particularly impotent.) A ranger sent his hawk down an underground waterway . . . and it didn't come back; no explanation. I attacked the party with bats and bats; so many, they couldn't be burned away. In short, no one felt safe. No one knew what to expect next; PC's were disadvantaged, and I just stood by the results.
While this was going on, the player in question played it safe as usual, and I wasn't paying attention to him, in any case. By the second session, he emerged. For some reason, seeing how everyone was getting screwed by stupid reality and the D&D play rituals didn't really apply, he started putting himself in his character's situation (truly, for the first time) and trying to solve his dilemmas. (e.g. Duck down against a crag in the tunnel wall to make a small signature for the swarming bats vs. casting a fireball to chew through their hit points and then teleport away.)
Scene framing and weaving are also ace cards for drawing out a turtle. e.g. At the hero's celebration, the party collapses onto the banquet table. The wine was drugged! You return to the main hall to find your companions being stuffed into sacks and carried out. "Wasn't there another one?" "There's no time!" You track them to a regal estate. Peering through a cellar window, you make out the party in manacles. A bare-chested fat guy, wearing a black hood, stokes the coals of a furnace with a poker. Councilman Veneer comes into view. "Let's talk about the Fortress of Besir. I want to know troop strength, what supplies they may have, . . . everything."
On 8/21/2004 at 8:46am, StalkingBlue wrote:
RE: Turtle player - advice?
bcook1971 wrote:
Yes. One of the former players in my group was very risk aversive. He'd play high-level mages (1st ed. AD&D) with some defense or backup for every conceivable type of threat. And he was very secretive. Many times we'd ask him what he's up to and he'd just sit there with a knowing smile on his face, refusing to answer. It seemed like his character was a one-person clique within the party.
That's my turtle! To the dot on the "i".
I've played alongside him in another DM's high-level game which figured PCs involved in local politics to some extent. He'd always insist on playing his PC's conversations with NPCs away from the table, so other players wouldn't know what was going on - this wasn't a game of PC-PC intrigue, mind you, so there was no good reason for this that I can see.
bcook1971 wrote: ...In short, no one felt safe. No one knew what to expect next; PC's were disadvantaged, and I just stood by the results.
While this was going on, the player in question played it safe as usual, and I wasn't paying attention to him, in any case. By the second session, he emerged. For some reason, seeing how everyone was getting screwed by stupid reality and the D&D play rituals didn't really apply, he started putting himself in his character's situation (truly, for the first time) and trying to solve his dilemmas. (e.g. Duck down against a crag in the tunnel wall to make a small signature for the swarming bats vs. casting a fireball to chew through their hit points and then teleport away.)
Hm, interesting. My players have had to adapt to an environment in which PCs are constantly outnumbered and outgunned and where traditional DnD staples are invalid on a regular basis. Two took to it with relish, one struggled for a bit but then got into it, one dropped out. After seven months of biweekly play (in which he didn't miss a single session), my turtle alone still has difficulties, and says so.
I haven't seen him emerge in situations that required thinking out of the box, although he can be very good tactically in combat when he plays a paranoid spellcaster and has spells up his sleeve to deal with the situation. When the going gets rough or when he's surprised and feels threatened by something, he's more likely to panic and teleport out on his own (or gallop away) leaving the other PCs in the lurch.
bcook1971 wrote: Scene framing and weaving are also ace cards for drawing out a turtle. e.g. At the hero's celebration, the party collapses onto the banquet table. The wine was drugged! You return to the main hall to find your companions being stuffed into sacks and carried out. "Wasn't there another one?" "There's no time!" You track them to a regal estate. Peering through a cellar window, you make out the party in manacles. A bare-chested fat guy, wearing a black hood, stokes the coals of a furnace with a poker. Councilman Veneer comes into view. "Let's talk about the Fortress of Besir. I want to know troop strength, what supplies they may have, . . . everything."
Cool example, cheers! :) Would you explain the terms "scene framing" and "weaving" for me?
On 8/21/2004 at 9:22am, StalkingBlue wrote:
RE: Turtle player - advice?
eef wrote: There was a time in my life when I was going through a lot of personal changes and hard choices, and what I wanted most out of RPGs was a chance to relax and just be somebody else for a while, somebody without worries beyond bashing the next ork. In short, turtle maximus.
You wouldn't have enjoyed my Midnight game then. The one player I had who wanted merely orc-bashing out of a game has recently dropped out, to our mutual relief.
As a group we have found a strange hybrid style with tactical, wargame-flavoured DnD combat alternating with scenes involving difficult decisions, heroic melodrama and character growth - it's almost like I'm running the game on two levels, heavy-Gamist and kinda-Narr. (I've introduced a limited number of Fate Points as a 'buffer' to make death in the Gamist challenges less likely.) My turtle player has difficulties at both levels:
At the Gamist level, the lack of magic items and spells limits the number of rules-supported tactical options more than he likes. There's of course nothing to prevent him from thinking out of the box, looking at the environment and coming up with creative tactical solutions for problems using resources at hand - but he won't do that.
At the Story level, he's a no-show. He will drag out every moldy old excuse to avoid going into character, which not only wastes numerous opportunities for his PC to develop star potential, it's also a constant drag on the mood at the table. The worst thing is that he's getting more and more dissatisfied and frustrated because he sees other PCs develop and be successful where he can't or won't go.
I've given him NPC contacts that might help the group in a given scenario - he will have an excuse ready to ignore them. If I don't give him contacts, he's envious because other people 'get' contacts (through their own performance in play I should add). If I do give him contacts he cuts them dead.
eef wrote: The player may be getting a whole lot out of your game, just by hanging out.
Hm, I've asked him what he enjoys about my game, and his answer always starts and ends with "Well my problem with Midnight is ..." Not that any clear response follows, else I could at least try to understand his play style better and try to accommodate it to some extent (as I do fr other players), or at least contain the damage.
I understand that he enjoys hanging out with people. He enjoys the tactical challenges, especially of the DnD magic system - which doesn't apply in Midnight, so it's moot. He enjoys mulling over potential plans and thinking of ever more outlandish and non-obvious solutions, and discussing them with other players. He realises that this is a bit of a problem in my game because our game time slots are only 3 hours or so long, but can't seem to help himself.
eef wrote: That being said, the player does give off a few red lights. "talking in paranoid circles" and worrying about a past GM that was "all smoke and mirrors" -- that doesn't sound like the healthiest of individuals. Be careful about getting the player to be more active. You may get your wish :-).
Oh hell yes! My problem isn't that he isn't active, he is far too active only in the wrong way. Some of his habits actively harm my game and the enjoyment of the group.
The most harmful thing about his paranoid circles is that he more often than not talks other, more proactive players into paralysis.
He has a very persuasive aura somehow - he will conjecture the most unlikely theories out of thin air, but when he tells you about his newest "idea" about what is sure to be behind that door or how to judge this or that NPC (usually to ignore them, distrust them as enemies, or distrust them as incompetent individuals), he sounds rational and convincing. I experienced another GM's game through this turtle player's eyes exclusively for many months and first saw clear about his grotesque-yet-harmful thought processes when I started running my Midnight game for a subset of the same group in which the other GM also plays ... and had the same revelation only vice versa: he had always wondered how stupid his players were to get caught in the paranoid circles of the turtle player; once he started playing alongside the turtle, the same thing happened to him.
So, er, no I don't want him to be more active - I just want him to be active in a healthier way. There have been occasional flashes of desire on his part to emerge, and when he recently was the centre of attention in a roleplaying scene (that after much dithering he stepped up to at the last possible moment), he greatly enjoyed that, he's still beaming when we talk about it.
In that scene, part of the showdown in a court intrigue/mystery scenario with an assassin loose in the court, he had his PC walk up to a twelve-year-old prince NPC who had shown signs of liking the PC (a contact I'd given him 'for free' a session and a half earlier) and who was evidently distressed and not himself. He talked to the boy simply and quietly in a way that helped the boy emerge from his shell and finally (after reassurance about being protected) admit he'd seen his tutor murdered and been intimidated into silence by the murderer, an impostor at court.
By this time the impostor had already been exposed in another way and fled, so it wasn't the glorious Gamist success that it could have been, but the scene as he played it (playing in character without my prompting!) was moving and seemed almost real. It defined a new PC's attitude towards his taciturn PC, helped the NPC prince find the courage to talk to his stern and disdainful father, and actually helped the turtle to redefine his own stance towards his PC to some extent. There was a touch of actual emotion in the chronicles he wrote of the session when he came to that scene (which figured prominently in his account).
I've asked him whether he'd like me to offer him more opportunities to bring out this "caring and loyal" side of his PC and he said he'd like that.
We all loved that scene he played - if I can get him to trust me/us more and come out of his shell occasionally, I'll be very happy.
I'd hate to quell his talking-in-circles-doing-nothing tactics even more harshly than I have done in the past without offering him some other route into enjoyment of the game.
On 8/21/2004 at 9:30am, StalkingBlue wrote:
RE: Turtle player - advice?
hix wrote:
Another possibility (that extends on that idea) is to consider encouraging him out of his shell as a multi-episode, multi-game endeavour. Now I'm not saying you're responsible for him changing his behaviour ... but you can demonstrate that there's not so much to get defensive about.
Example:
In the Buffy game I ran over christmas, one of the characters (Jo) had a boyfriend. The most cynical player said, "Watch out, he's destined to get kidnapped." So I made it my mission to ensure that nothing bad happened to that NPC, that Jo's player always felt comfortable and entertained about what was going on.
I've been doing that for seven months now, with no results on the turtle that I can see. It's not the first time that I've worked with players' attitudes - I've introduced a number of newbies to the hobby, some of whom can be very shy at first, and I've dealt kinda successfully with players who have suffered under adversarial GMs before. In fact, my Midnight game has one such player, and he's meanwhile loosening up and beginning to *gasp* trust me because he's realising that my game provides routes towards becoming a star that an adversarial game wouldn't involve. But my turtle consistently ignores factual evidence and stays in his adversarial stance.
My fellow GM and player has recently described his stance as "cringingly adversarial": he won't criticise a GM ("The DM is always right." - That is a turtle quote) but will harbour grudges and resist attempts to work with him and gain his trust.
hix wrote:
Say the player feels that he will be taken advantage of by NPCs. Show one of the other players having a blast with an NPC relationship (that you NEVER take advantage of). Then - after a few sessions / games - start creating an NPC rich environment. IF your player likes hanging out with one of the NPCs, make them into a side-kick / foil. Use the NPC to engage them in non-threatening elements of the rest of your world (family squabbles, marital entanglements, etc).
See above. The only result of my other players having a blast with NPCs on a regular basis is that he grows ever more envious and clamped-down. He doesn't say so outright, but it's pretty obvious that he's envious of certain other players, and feels I'm playing favourites (or being manipulated by them).
On 8/22/2004 at 1:01pm, bcook1971 wrote:
RE: Turtle player - advice?
StalkingBlue wrote: Cool example, cheers! :) Would you explain the terms "scene framing" and "weaving" for me?
From the Provisional Glossary:
Scene Framing
A GM-task in which many possible Techniques are used to establish when a sequence of imaginary events begins and ends, what characters are involved, and where it takes place. Analogous to a "cut" in film editing which skips fictional time and/or changes location. A necessary feature of System.
Weave
The Technique of bringing non-player-character (NPC) activities closer to the player-characters and to introduce multiple responses among NPC and player-character actions. Term coined in Sex & Sorcery.
Forge Reference Links:
On 8/22/2004 at 9:50pm, StalkingBlue wrote:
RE: Turtle player - advice?
bcook1971 - Thanks for CCing the glossary definitions.
I was kinda hoping for an explanation in (to me) more accessible terms ... Somehow this terminology is too abstract for me to get a good grasp of.
If I understand the above definitions correctly, I try to use both techniques, but am struggling - primarily because my turtle player has a habit of barging into any scene I set, complaining that he was "somewhere else" at the end of the previous scene (especially between sessions) or asking whether he could "just quickly" do or say or play something else after the end of a previous scene before we continue.
Perhaps you would explain in what way scene framing and weaving have helped with your turtle player? Specific examples of play from your game with the turtle might help me.
On 8/22/2004 at 11:28pm, bcook1971 wrote:
RE: Turtle player - advice?
Surely. I'm not the pro at this. In fact, I think Ron Edwards coined the term, weaving, so I hesitate to suggest that my understanding is the gold standard. It isn't, but I manage:)
To me, scene framing is cutting out all the crap. Anything that can reasonably be assumed, frame past it. Anything that performs a maintenance function or fails to make relevant progress cries out to be skipped. (e.g. Determining the order of watches when making camp, splitting up the treasure, travelling through the wilderness, buying supplies at market, performing your normal duties at work, etc.)
Scene framing breaks up the cyclops eye and splits the narrative into many threads. You can use any particular character's pespective as the lens to view the game world, instead of sticking with one guy and narrating his every step until he rejoins the group who has had to wait, doing nothing, so everyone can (as I imagine) hold hands to cross the street. Juggling threads can be challenging at first, but once your group acclimates, it's sooo much better (IMO). It's the difference between Tropicana and Tang.
Weaving is crossing threads. There are three things I like to do with it: cross nemeses, cross PC's and cross thread elements. e.g. "You wire down to the vault room floor and spray mist to reveal the laser lines surrounding the display. You reach between and grasp the gem, only to feel your fingers pass through air. It's a hologram! The alarm sounds and iron bars come crashing down. Out of the corner of your eye, you see a black-garbed figure rotate open a window, high on the wall. She removes her mask, jet-black hair falling around her shoulders, and holds the gem above her shoulder. Saratoga! With a wink, she escapes into the night."
Weaving is contagious. Once your players get on board, one weave will generally inspire a cascade of others. When it's good, you get this sense of "Well, who the hell's telling this story, anyway?"
* * *
About your turtle . . . When I think back on it, I think mine came out simply because (1) he sensed the shift in focus (2) recognized that everyone else was getting on board and (3) became inspired by the success they were having. It was just that schoolyard thing of "Well, I wanna play, too. Guys, can I play?" When you're training your players on new concepts, an efficient path is to praise leadership. Once one person demonstrates understanding, it breaks across the group consciousness. The specific thing the GM can do to encourage this is to interrupt play and celebrate. i.e. "Yes, by George, you've got it! Everybody: did you see what he just did? That was brilliant! I wish we could have one moment after another, just like that." Boy, does this work.
Also, I've neglected the obvious: ask your turtle what kind of play he wants. Then give it to him, just the way he said. Then ask, "Is this what you meant? Did I do it like you wanted?" This is kind of like putting it in his face and helps him to define his interest in play, which I submit, is probably vague, even to him. I had a guy in my recent Sorcerer campaign literally ask me to put him in situations where he could avoid risk by escaping. It just floored me, but I reserved judgement, and worked my ass off to drop him in one perilous circumstance after another, knowing that he'd just whisk his character away. And he got off on it. It just blew my mind.
* * *
Just read some of your responses to other posters . . . Fundamentally, this guy may be mismatched to your group. In my group, I'm probably the most mismatched. You can always axe the guy, or he can always find another group; and as a matter of principle, that may be the best choice, but I'm betting that he's your friend and that you'd both prefer to work things out. Anyway, an idea I had to break up his paranoid cycling is to interpret his words as Initiation (cf. IIEE.) Undoubtedly, he'll move to strike and explain that he's just talking. But stay on it. And he'll repeat the process: make a protest and explain that he's working through his options, airing his thoughts. After a few times through, ask him, "So what do you want to do?" More than likely, he will not have a clear answer and will start back into his paranoid monologue. Then cut away to another player, saying something like, "Well, alright. I'm gonna let you work that out. Robbie [another player], back in town, what's your next move?"
On 8/23/2004 at 3:04pm, Walt Freitag wrote:
RE: Turtle player - advice?
One detail of your account really jumped out at me:
StalkingBlue wrote: At the Gamist level, the lack of magic items and spells limits the number of rules-supported tactical options more than he likes. There's of course nothing to prevent him from thinking out of the box, looking at the environment and coming up with creative tactical solutions for problems using resources at hand - but he won't do that.
...
He enjoys mulling over potential plans and thinking of ever more outlandish and non-obvious solutions, and discussing them with other players. He realises that this is a bit of a problem in my game because our game time slots are only 3 hours or so long, but can't seem to help himself.
Can you give an example of one of these "outlandish" solutions that are causing problems when he proposes them? It sounds possible to me that he's coming up with ideas that are incompatible with your game preparations, and is being slapped down as a result -- and then retreats into "okay, if you want me to just go through the motions then that's what I'll do" at the shorter-term tactical level where you would actually be more amenable to unexpected choices. Your characterizing his ideas as "paranoid" and his plans as "outlandish" suggest that you expect him to stay very much inside some boxes while thinking outside others. Depending on how wild his ideas and plans actually are, you might be reasonably justified in this expectation, but might it also be understandable if he doesn't see those boundaries the same as you do?
You say you plan for "combat sessions" and for "sundry non-combat challenges" in other sessions. The implication (my apologies if I'm reading too much in here) is that you know in advance which are which -- and therefore, you're probably planning in advance how you expect each challenge to play out. What happens if someone tries to use noncombat means to achieve the objective of a planned combat session, or use combat to deal with a problem you've planned as a "non-combat" challege? Is that often the case with this player's "outlandish" ideas?
I find, when dealing with a great variety of player styles and preferences, that limiting my pre-planning to focus on plausble and difficult problems the PCs might face, without trying to pre-plan specific solutions (often, without even having any good ideas for how the problem might be solved), can help to get a lot more players to take a lot more initiative. Thinking outside the box on any scale becomes a benefit rather than a problem.
- Walt
On 8/23/2004 at 3:45pm, Lee Short wrote:
RE: Turtle player - advice?
bcook1971 wrote:StalkingBlue wrote: Have any of you people experienced turtle players and found a way to help them out of their shell? If so, what did you do, or avoid?
Scene framing and weaving are also ace cards for drawing out a turtle. e.g. At the hero's celebration, the party collapses onto the banquet table. The wine was drugged! You return to the main hall to find your companions being stuffed into sacks and carried out. "Wasn't there another one?" "There's no time!" You track them to a regal estate. Peering through a cellar window, you make out the party in manacles. A bare-chested fat guy, wearing a black hood, stokes the coals of a furnace with a poker. Councilman Veneer comes into view. "Let's talk about the Fortress of Besir. I want to know troop strength, what supplies they may have, . . . everything."
My experience is that doing this only forces the turtle deeper in his shell, in the long run. Tony's appoach seems better to me. Let the turtle come out of his shell of his own accord, with some gentle encouragement. If he doesn't really want to come out, I think you're in a no-win situation from the start. I know I've seen that. And Ron's right, it can mess up the game for everybody.
On 8/23/2004 at 4:45pm, StalkingBlue wrote:
RE: Turtle player - advice?
Thanks, this is brilliant billcook- now I understand what you mean. :)
bcook1971 wrote: ...
To me, scene framing is cutting out all the crap. Anything that can reasonably be assumed, frame past it. Anything that performs a maintenance function or fails to make relevant progress cries out to be skipped. (e.g. Determining the order of watches when making camp, splitting up the treasure, travelling through the wilderness, buying supplies at market, performing your normal duties at work, etc.)
Heck yes, I do that all the time of course. My turtle player doesn't have a problem with this generally speaking - except he has a thing for drawing up and going through interminable items lists.
It's not the last copper piece or moldy potato he's interested in, but anything that might conceivably come in useful at some stage in the future. In a standard setting game, it's everything with a magic aura. In my game (rare in magic items or indeed usable loot), he's cutting back on the items-counting, partly out of disdain of what is likely to be on offer and partly because in everybody's interest by now I've learnt to override him and tell him to just let me know what he wants to take, and make sure it isn't the last straw that will break his horse's back.
The latter warning I give merely because the other PCs decided long ago to make speed the core of their operating strategy. None of the other players are in danger of lugging half a fantasy hardware store around if I don't check - the turtle is, unless reminded on a regular basis about maximum loads and stuff. (Do I have to stress that I hate having to babysit players about basic style things like this?)
bcook1971 wrote: Scene framing breaks up the cyclops eye and splits the narrative into many threads. You can use any particular character's pespective as the lens to view the game world, instead of sticking with one guy and narrating his every step until he rejoins the group who has had to wait, doing nothing, so everyone can (as I imagine) hold hands to cross the street. Juggling threads can be challenging at first, but once your group acclimates, it's sooo much better (IMO). It's the difference between Tropicana and Tang.
Hm, not sure what you are referring to here. I obviously cut back and forth between individual PCs' or subgroups' scenes when the party splits up - is that what you mean?
bcook1971 wrote: Weaving is crossing threads. There are three things I like to do with it: cross nemeses, cross PC's and cross thread elements. e.g. "You wire down to the vault room floor and spray mist to reveal the laser lines surrounding the display. You reach between and grasp the gem, only to feel your fingers pass through air. It's a hologram! The alarm sounds and iron bars come crashing down. Out of the corner of your eye, you see a black-garbed figure rotate open a window, high on the wall. She removes her mask, jet-black hair falling around her shoulders, and holds the gem above her shoulder. Saratoga! With a wink, she escapes into the night."
Weaving is contagious. Once your players get on board, one weave will generally inspire a cascade of others. When it's good, you get this sense of "Well, who the hell's telling this story, anyway?"
My experience too, yup. The longer a game goes on, the more material I have to work with. I love doing that. In my current group I am lucky enough to have two players who don't run away screaming when I approach them for character motivations, long-term goals and plot input, in fact I've got the most fantastic input from them both OOC and in roleplaying - and the third is learning to trust me a bit as well.
Of course that once again leaves the turtle the odd man out, I suspect it may be that he's completely blind to the anything in a game that isn't expressed in DnD rules.
bcook1971 wrote: About your turtle . . . When I think back on it, I think mine came out simply because (1) he sensed the shift in focus (2) recognized that everyone else was getting on board and (3) became inspired by the success they were having. It was just that schoolyard thing of "Well, I wanna play, too. Guys, can I play?"
I'm getting hesitant signals in that direction from my "third" player, but not the turtle.
bcook1971 wrote: When you're training your players on new concepts, an efficient path is to praise leadership. Once one person demonstrates understanding, it breaks across the group consciousness. The specific thing the GM can do to encourage this is to interrupt play and celebrate. i.e. "Yes, by George, you've got it! Everybody: did you see what he just did? That was brilliant! I wish we could have one moment after another, just like that." Boy, does this work.
Hm good point. I've done that a fair bit after sessions I think - but perhaps not immediately enough to work magic... I'll keep that in mind in the future. I made a point of praising the turtle player's recent RP performance, and other players have told him they enjoyed it a lot, which he seemed to like.
bcook1971 wrote: Also, I've neglected the obvious: ask your turtle what kind of play he wants. Then give it to him, just the way he said. Then ask, "Is this what you meant? Did I do it like you wanted?" This is kind of like putting it in his face and helps him to define his interest in play, which I submit, is probably vague, even to him.
Very good point, thanks. I've tried talking to him about what kind of play he enjoys and I talk to my playsers on a regular basis about what they enjoy and what I should change/improve, but I don't think I've ever given the turtle a clear signal that I had something specifically for his enjoyment and got his feedback on it.
The next scenario coming up will be one the turtle had set his heart on doing, and had got the other players to agree even though their PCs don't have a big motivation to deal with it. I think I've found some tricks that will make the scenario fun for me to create and run and worthwhile for everyone else to play in, and I'll make a point of asking him afterwards whether that was the kind of play he wanted.
If I can offer challenges that have a bit for everyone and occasionally ones that he enjoys a lot and everyone else kinda has fun with, that would be great.
I've had some encouraging signals from him lately btw - he's told me repeatedly that he had a lot of fun playing in the last scenario, in which he was paralysed into inaction most of the time, but got to play his talk-to-young-prince scene at the end.
bcook1971 wrote: I had a guy in my recent Sorcerer campaign literally ask me to put him in situations where he could avoid risk by escaping. It just floored me, but I reserved judgement, and worked my ass off to drop him in one perilous circumstance after another, knowing that he'd just whisk his character away. And he got off on it. It just blew my mind.
Heh! Sounds as if it can be fun in a solo game - but in a group, running away and leaving the others in the lurch all the time gets old pretty quickly, as demonstrated to exhaustion by our resident ever-teleporting turtle.
bcook1971 wrote: Just read some of your responses to other posters . . . Fundamentally, this guy may be mismatched to your group. In my group, I'm probably the most mismatched.
Could be.
bcook1971 wrote: You can always axe the guy, or he can always find another group; and as a matter of principle, that may be the best choice, but I'm betting that he's your friend and that you'd both prefer to work things out.
Well, if we can't find a common ground with him style-wise, being friends won't keep me from booting him from the group. I don't live in the illusion that all my friends have to share all my leisure interests to the same degree, and I won't have the most exciting game I've ever run fall apart because he can't or won't fit.
I'm working hard to avoid this though. We all like the guy as a person and there are ways in which he is an asset to the group. If I can stop him harming my game and perhaps help him to enjoy it more at the same time, that would be fantastic. It ain't proving easy though, which is why I'm posting here. :)
bcook1971 wrote: Anyway, an idea I had to break up his paranoid cycling is to interpret his words as Initiation (cf. IIEE.) Undoubtedly, he'll move to strike and explain that he's just talking. But stay on it. And he'll repeat the process: make a protest and explain that he's working through his options, airing his thoughts. After a few times through, ask him, "So what do you want to do?" More than likely, he will not have a clear answer and will start back into his paranoid monologue. Then cut away to another player, saying something like, "Well, alright. I'm gonna let you work that out. Robbie [another player], back in town, what's your next move?"
Both my fellow GM and I have done both to him, time and again. It's necessary to keep the game moving at all, if we didn't interfere he'd grind our games to a complete halt with no way to get action out of any of the players - as I said, he's brilliant at talking others into paralysis as well.
The session before last I had only three players at the table, with one of the two more proactive roleplayers away on holiday. The turtle managed to sit through a good 3-hours session avoiding all contact with the environment and mostly without even talking in character - and worse, he got one of the other players to sit under his shadow and do nothing together with him.
I ended up running 75% of the session with one player, who had his PC run around talking to people trying to figure out what was going on and getting some success, even though it was the other two who had all the pertinent information to solve the mystery!
Every time I cut back to my Paranoid Paralysis Pair of players, they told me their PCs were just sitting there letting time pass, waiting for some NPC to come back to them (which obviously wasn't happening fast, but the turtle player had decided that this must be The Important Guy to talk to and all the rest of the world was irrelevant and better ignored - never a smart approach in an environment that has a mystery and tons of named NPCs in it, not even in a run-of-the-mill DnD game of the type my turtle seems to expect all the time despite evidence to the contrary). They kept conjecturing possibilities, theories and dangers out of thin air.
At one point the player sitting with the turtle had an idea for something to try and they discussed tactics extensively, then shut up with a satisfied air. I cut back to them as quickly as I could without shortchanging the other, active player and asked, "So, what do you do?" The turtle stared at me down his nose, turned to his fellow-paralysed player and said in a conspiratiorial voice: "What do you want to do?" At which they started their discussion all over! I told them that wasn't what I wanted to hear at this point, and returned to the active player... who had meanwhile thought of another scene or three he wanted to play.
I ended up talking to the second player, who'd let the turtle paralyse him, and dropped him a hint or two about his scenario contact point he could use to try something he had thought of (but that the turtle told him he couldn't pull off). The player liked my suggestion, talked to his contact, got some information that finally gave them an idea of a smart next move - and the turtle hung back until the path to follow was crystal clear, then followed the second player's lead with an injured air.
(This btw was the first session of the scenario the turlte tells me he enjoyed a lot. Go figure.)
On 8/23/2004 at 6:21pm, StalkingBlue wrote:
RE: Turtle player - advice?
Walt Freitag wrote: Can you give an example of one of these "outlandish" solutions that are causing problems when he proposes them? It sounds possible to me that he's coming up with ideas that are incompatible with your game preparations, and is being slapped down as a result -- and then retreats into "okay, if you want me to just go through the motions then that's what I'll do" at the shorter-term tactical level where you would actually be more amenable to unexpected choices.
Misunderstanding. Big time.
You are jumping to conclusions thinking about a GMing style you probably have encountered in your gaming - it's got nothing to do with my style.
The only time I will slap players down is when the group has told me what scenario they would like to play next, I prepare it and on the spur of the moment as the session starts the player tells me they've had second thoughts and don't want to play in that scenario after all and want to go off somewhere new and more exciting instead. In that case, a player is free to leave and come back for the next scenario he can see his PC playing in - but I'm not winging an entire scenario or side plot (with the PC split from the main group if they still want to run the scenario they wanted originally) merely because a player has changed his mind about things and hasn't bothered to inform me or the group in time for us to change directions.
I run an extremely open-style game and always respect player/PC choices. My scenarios can be a hell of a lot of work to create and prepare because I do my best to offer meaningful choices to PC and present an environment that will give players true options in all directions, not merely two or three that a Storyteller GM might pre-script. With the rules-heavy system we're using _and_ Story and character-centred challenges and opportunities, many levels of communication with and input from my players, yet no pre-agreed scenes (which we all would hate), that's complex yet exciting work, and I most enjoy doing it when I'm running with what players have suggested they wish to do.
It means that once I've prepared what I call a "world bubble", ie a bit of environment to play in, it's easy for me to run with players' crazy on-the-spot ideas ... but when they would ask me to prep A and I agree, and they then come to the table suddenly wanting C or X instead with no advance warning, I wouldn't be willing to sit down and wing it all. Fortunately my group and I are in agreement on that. They'll happily "interfere with" all "my plans" (which they know I don't have, although my NPCs might), but they won't violate our game contract by that kind of behaviour....generally.
Can you guess? Last Thursday my turtle came close. He apologised afterwards saying that "it was merely a suggestion to the other PC" and he wouldn't have had his own PC follow it, but....:
We sit down to play, I start the session, the turtle interrupts with one of his typical "Before we do this, can I just...?". He turns to another player and suggests a different course of action that would take place seomewhere else.
In character the other player couldn't possibly refuse, his PC would have been desperate to do what had just been suggested (rather than what had been agreed beforehand). In the event he bit down on his tongue and declined the turtle's suggestion. I moved on for a couple minutes more, then decided to call it a night (first time ever I did that, in any game). We went for drinks instead. The turtle was mightly miffed at first at not being given "his game" as expected, and wasn't saying a thing while the other players agreed that they wanted to play his newly suggested scenario after all. He wasn't happy with that, it had been "merely something he'd wanted to mention, not really to play" - but everyone else including me was more than happy to play the other stuff first (next session, not that night) because there was a great deal more character motivation towards that one, and more potential for me to develop in case it becomes relevant. I'm really looking forward to running that new scenario, and the other one after that if everyone wants - but at the time I wasn't willing to even try.
The turtle, not being into character motivation and all that, ended up being mystified and kinda unhappy at not having been fed a game session, but was reassured at the end of the night that I wasn't planning to quit running the campaign (!!) but had merely called off the session because we all needed to step back and think.
It was sad really. He had a brilliant suggestion, but entirely the wrong timing - simply because he never expected anyone to take him up on it. He's just not on the same wavelength as the rest of us. It feels almost as if he's blind to a whole dimension of my game.
Walt Freitag wrote: Your characterizing his ideas as "paranoid" and his plans as "outlandish" suggest that you expect him to stay very much inside some boxes while thinking outside others. Depending on how wild his ideas and plans actually are, you might be reasonably justified in this expectation, but might it also be understandable if he doesn't see those boundaries the same as you do?
We...ll... Actually yes I think he should stay in certain boxes. One thing I expect from a player is that he'll take note of what happens in the game world and not consistently ignore obvious facts in favour of wild conjecturing that makes no sense but will paralyse him into inaction. Examples, hmmm. Let me think of some that will be easy to explain out of game context.
A paranoid-conjecturing example from another GM's DnD game: We were deep in a cave complex fighting a tribe of goblins, who were living there and posed some degree of threat to our high-level group only because of their vast numbers. We'd finally penetrated to the throne room and were fighting the elite bodyguard around the king. The DM described how one skinny little goblin slunk away and struggled (for several rounds of combat) to slide open the bolt on a big door at the far end of the room. It was just a a wooden door with a big bolt. The turtle suddenly convinced himself that there must be a balor behind that door - an extremely powerful demon who'd have killed the entire group of PCs without a blink. There wasn't the slightest indication that the goblins living in those caves had any dealings with demaons, much less powerful ones ... least of all one 'locked in' (?!) behind a mere wooden door right behind the king's throne. It was ludicrous. I believe he said that in jest at first, but quickly got into believing it (rather like a child terrifying himself with his own ghost story) - and was ready to teleport out to save himself as soon as the door swung open. The door opened, the poor lone goblin ran away down an empty hallway, and everyone laughed loud and hard at the turtle player.
You see, when I say paranoid I mean paranoid - seeing danger where there is none, interpreting things in an irrational way and ignoring all evidence to the contrary.
Maybe scariest thing about this situation, and definitely the most harmful one to the game, was that even though the "balor fear" was completely pulled out of thin air and defied all logic and would have been inconceivable in that GM's game (whose environments make sense, thank you very much), it kinda dampened most of the other players' spirits... no one believed in the balor, but most players suddenly vaguely expected something horrible to happen once the door opened.
Outlandish-solution example from the same game: We were getting ready to assassinate one of the big movers and shakers of the region, an extremely powerful guy with a powerful artifact sword. We knew he'd be likely to kill a few PCs before we could bring him down, and would probably wipe the floor with us if we weren't very smart in our approach. We decided that everything depended on the right opportunity.
The turtle's idea was to scry (magically spy on) the target for about two weeks on a daily basis, so establish his patterns and then strike when he'd be most likely to be vulnerable. Outlandish? In the circumstances, yes. First, under DnD rules scrying can be noticed, and defended against, by the target. Second, we had all reason to expect the target to be unaware of our existence or plans, so we might catch him at a vulnerable moment if lucky - not a chance of that once he'd noticed he was under scrying surveillance, obviously.
The tragically funniest thing about that is that the turtle had pushed through exactly the same kind of plan (trying to eliminate all risk by endless risky surveillance) in a similar scenario a few months earlier, in which the target ended up noticing the surveillance, a plan that would have been flawless foundered due to the lack of the element of surprise, and several PCs were killed. Not the turtle's, I might add, who wasn't present at the assassination attempt - AIR because the player a the last possible instant decided that this wasn't "what my PC would do".
In my current game in one scenario he's caused one PC's death by consistently ignoring NPCs' communications as well warning signs from the environment that should have alerted the party to the fact that what he had pre-determined should be going on wasn't in fact going on.
He consistently ignores and refuses to interact with NPCs, and won't move an inch unless he has convinced himself that there is a clear route to success - often with no relation to the actual facts as I present them (or my fellow GM presents them in his game).
He has convinced two of my three other players that the group's regular 'employer', the closest thing the human guerrilla in the region have to a military commander, is incompetent and that they should stop having anything to do with him... naturally without having a suggestion for someone else they could build a rapport with instead.
In the last scenario I ran, I gave him a free NPC contact, whom he proceeded to ignore even when she approached him. "I ignore her and eat my meal." He's free to do that of course, even though the result is that opportunities are lost for the group - but his behaviour is harmful to my game in a number of ways.
Walt Freitag wrote: You say you plan for "combat sessions" and for "sundry non-combat challenges" in other sessions. The implication (my apologies if I'm reading too much in here) is that you know in advance which are which -- and therefore, you're probably planning in advance how you expect each challenge to play out.
See above. Apology accepted. :)
Walt Freitag wrote: What happens if someone tries to use noncombat means to achieve the objective of a planned combat session, or use combat to deal with a problem you've planned as a "non-combat" challege?
It's not a problem, on the contrary, it's great. It's part of what most motivates me to keep running a game. I'm not a computer game designer, I don't script stuff. Tabletop RPGs live through what happens at the table, IMO.
If anything PCs are likely to get better rewards (XP, contacts, perhaps a rare Fate Point) if the players do better than expected.
The reason why we tend to have two distinct sorts of sessions is simple: in Midnight the PCs are freedom fighters on a continent mostly overrun by orcs and evil (mostly) human priests. They PCs live and operate in a war zone, often as guerrilla (or terrorists, depending on your vantage point) behind enemy lines. This means that some scenarios are likely to focus on combat tactics and fighting.
One recent scenario involved retaking a fort from a company of orcs. There wasn't any indication that the orcs would be prepared to negotiate without a fight - OTOH the PCs had two bands of freedom fighters attached to them to help, and had received intel about a secret escape tunnel from / into a secret basement in the fort, which they expected to enable them to sneak in and turn the tables on a large unit of superior enemy fighters. Hence, combat was very likely, a non-combat solution extremely unlikely. Of course if the PCs had found a non-combat way to deal with the challenge that would have been fine - only I haven't seen this group of PCs negotiate with orcs yet, and they all (even the turtle) have their very good individual reasons.
Walt Freitag wrote: Is that often the case with this player's "outlandish" ideas?
I can't think of any example of the turtle dealing with a challenge in a creative way. He likes to exploit rules, especially the thicket of spell rules in DnD, as well as he is able - but I've never seen him look at the environment and try to work out unorthodox solutions by using things present in the game world, which is something my other players can be pretty good at. He's not playing a spellcaster in my game btw. He says the magic system is too different and doesn't provide the same sort of options you'd get as a vanilla DnD wizard.
Walt Freitag wrote: I find, when dealing with a great variety of player styles and preferences, that limiting my pre-planning to focus on plausble and difficult problems the PCs might face, without trying to pre-plan specific solutions (often, without even having any good ideas for how the problem might be solved), can help to get a lot more players to take a lot more initiative. Thinking outside the box on any scale becomes a benefit rather than a problem.
*Sigh* yup. If you'd simply asked me whether I perhaps do the same thing (I do), it might have saved us both a lot of explaining. :)
It's the only way I know to run an 'open' game with true player freedom.
Of course player freedom benefits those who are proactive, and leaves out those who sit around being paralysed, whether it's the turtle himself or those other players he's happened to draw into it on a given night.
I'm currently getting ready to run a scenario the turtle player requested btw, as I posted earlier, and after putting some work in to make it fun for me and potentially meaningful for the other players, am looking forward to running it.
On 8/23/2004 at 9:02pm, dalek_of_god wrote:
RE: Turtle player - advice?
Your turtle reminds me of a friend I used to play DnD and Vampire with back in the day. I was co-GM in a game where he was a player, and it seemed to me that he had a bad case of "make-problem-go-away-now" syndrome. He had a lot of plans that seemed rather strange to me, and a tendency to ignore advice we gave him through his NPC contacts. Of course, after ignoring this advice, he would be doubly convinced that we were screwing him over. Not only did the situation not make any sense, his contacts were totally useless.
In hindsight I've come to a the following conclusion: Hints don't work. At all. Well, perhaps for some people but you can't count on someone taking the hint. In the game I was helping to run we had far to many grand and mysterious plans for our own good. The players really needed to know what we had planned - we should have trusted them not to abuse this knowledge. Actually, we should have framed in-character advise from NPC contacts in a more out-of-character way. Rather than have the NPC state some "Cool New Concept", we should have explicitly explained that we (as GMs) have inserted "Cool New Concept" into the game, and this NPC is why we can tell you and not anybody else. A little out-of-character knowledge should be able to go a long way - unless the player refuses to let you tell him for certain that he really can trust his contact.
The paranoia situation seems to be at the heart of this. It seems to me that the player doesn't trust you or the other GM not to screw his character over. So he doesn't do anything without double and triple checking first. If you've been explicit (no hints, remember) that certain actions (like scrying) are counterproductive, and he still persists you could probably take that to mean he wants his character to get caught. I doubt that this is the case. You mentioned that he doesn't "speak in character". He may be a very "My Guy" sort of player, but conversely you may be reluctant to provide information at the meta-game level. Maybe he does trust you as a GM but he doesn't trust your NPCs. Your description is of a suspiscious player who sees risk in everything - a balor in a goblin warren? Kinda paranoid. Maybe he wants to see the balor, but more likely he just suspects everything is a trap. If the situation had been described more along the lines of "there's a goblin trying to escape through that door" rather than "there's a goblin trying to open that door" very little out-of-character knowledge would have been introduced, but probably enough to defuse the paranoia.
Of course that's just based on your description. It could be that your poor turtle truely is paranoid and no amount of outside knowledge will convince him that he is not a target. He doesn't seem to distance his enjoyment of the game from his character's success/survival. I think it can be fun for my character to be royally screwed - but I doubt he'd agree with me.
On 8/23/2004 at 9:06pm, bcook1971 wrote:
RE: Turtle player - advice?
StalkingBlue wrote: Hm, not sure what you are referring to here. I obviously cut back and forth between individual PCs' or subgroups' scenes when the party splits up - is that what you mean?
Yes.
(BTW, my ideas about picking this guy like a lock, while not without value, may not be the best long term model; I also think it's good to de-pressurize and consider the possibility of one's own bias.)
StalkingBlue wrote: I ended up running 75% of the session with one player, who had his PC run around talking to people trying to figure out what was going on and getting some success, even though it was the other two who had all the pertinent information to solve the mystery!
This is really telling, to me. I've suffered immensely as a player, being disconnected from the process of discovering intrigue, where that was the focus of play. It's a real campaign rite of passage, to establish your ability to impact the SIS; although, I concede, it sounds like you're describing petulant behavior. Then again, there're three sides to every story.
An opposite to this end could be that the most important play happens wherever whoever goes. (e.g. If Luke stays on Dagoba, then Han has the duel with Vader and founds out he's his dad.)
StalkingBlue wrote: I'm currently getting ready to run a scenario the turtle player requested btw, as I posted earlier, and after putting some work in to make it fun for me and potentially meaningful for the other players, am looking forward to running it.
Best wishes.
On 8/24/2004 at 3:37pm, Walt Freitag wrote:
RE: Turtle player - advice?
StalkingBlue wrote: Misunderstanding. Big time.
You are jumping to conclusions thinking about a GMing style you probably have encountered in your gaming - it's got nothing to do with my style.
[Followed by tons of supporting evidence and detail.]
Well, so much for that theory. But the additional info and examples are certainly interesting; I'm glad you presented them, though, I think they benefit the case study. And I wasn't completely wrong about the boundaries being there, it's just that there's no evidence that the problem has anything to do with the player rejecting those boundaries.
I'm still curious about what would happen if sometime you went ahead and said, "Hey, whadday you know, you were right, it was a balor all along" as the fearsome demon unfolded itself from the tiny passageway behind the wooden door. But that's not because I think it's a good idea, it would just be fun (for me as a distant observer, that is) to find out how everyone would react.
From your description of the incident, it sounds like this player has a problem interpreting feedback or "tells" on a purely social level. You describe him suggesting the balor as if in jest, and then convincing himself that it might -- or must -- be really so. Normally, it happens numerous times in play that someone suggests an unlikely possibility as a joke or an idle thought, gets feedback (usually including subtle cues from the GM) that says, "nah, that's not likely," and drops the idea. Or the reverse -- someone suggests a seemingly unlikely possibility, gets feedback that says, "you know, that's worth considering," and starts putting more thought into it. It's as if this player were interpreting negative feedback, especially from the GM, in reverse, turning it into an inadvertent positive feedback loop that turns the original idle idea into a momentary obsession. The same general pattern appears to apply to the scrying incident as well.
How frustrating for all concerned, if that is indeed the general pattern. I have to ask, is there any trace of anything similar happening with this person outside of play? Like, if he suggests ordering pizza with broccoli, and the rest of you say "yuck," does he insist on it even more?
- Walt
On 8/26/2004 at 11:58am, StalkingBlue wrote:
RE: Turtle player - advice?
dalek_of_god wrote: Your turtle reminds me of a friend I used to play DnD and Vampire with back in the day. I was co-GM in a game where he was a player, and it seemed to me that he had a bad case of "make-problem-go-away-now" syndrome. He had a lot of plans that seemed rather strange to me, and a tendency to ignore advice we gave him through his NPC contacts. Of course, after ignoring this advice, he would be doubly convinced that we were screwing him over. Not only did the situation not make any sense, his contacts were totally useless.
Yes, Exactly like that. It's uncanny how this appears to be a type of player rather than an individual problem.
dalek_of_god wrote: In hindsight I've come to a the following conclusion: Hints don't work. At all.
Hm, very good point actually. He seems to spring into action when he has a crystal-clear way to go - I'll have to keep that in mind. I'm not going to change my entire presentation style for him, weaving information into the setting is integral to how I present a game environment and make it come alive for players, but I might have to make concessions for him occasionally. I'm perfectly willing to accommodate other players to help them play up to their strengths and work around their weaknesses, so why not him?
dalek_of_god wrote: Well, perhaps for some people but you can't count on someone taking the hint. In the game I was helping to run we had far to many grand and mysterious plans for our own good. The players really needed to know what we had planned - we should have trusted them not to abuse this knowledge. Actually, we should have framed in-character advise from NPC contacts in a more out-of-character way. Rather than have the NPC state some "Cool New Concept", we should have explicitly explained that we (as GMs) have inserted "Cool New Concept" into the game, and this NPC is why we can tell you and not anybody else.
Yes, that's my general experience as well. If you absolutely need players to know something - tell them. My style leans more towards not having any grand and mysterious plans, at least not ones the players will have to ever find out about to enjoy my game.
dalek_of_god wrote: A little out-of-character knowledge should be able to go a long way - unless the player refuses to let you tell him for certain that he really can trust his contact.
The paranoia situation seems to be at the heart of this. It seems to me that the player doesn't trust you or the other GM not to screw his character over. So he doesn't do anything without double and triple checking first.
Yup. I'm still hoping that he might very gradually open up, but I fear his tendency towards paranoia (sadly, apparent in RL as well) may prevent that. He has told me that he considers me a "very fair and balanced GM"; in fact that was the one positive thing I ever heard from him about my game, until recently when he started saying he has fun playing in my sessions.
dalek_of_god wrote: If you've been explicit (no hints, remember) that certain actions (like scrying) are counterproductive, and he still persists you could probably take that to mean he wants his character to get caught. I doubt that this is the case. You mentioned that he doesn't "speak in character". He may be a very "My Guy" sort of player, but conversely you may be reluctant to provide information at the meta-game level. Maybe he does trust you as a GM but he doesn't trust your NPCs.
I'm happy to talk about campaign world stuff away from the table, all players are free to ask questions, most of which I'll answer. Some ask more questions than others, and I can't remember the turtle ever asking me metagame questions about the game world, NPCs or such.
dalek_of_god wrote: Your description is of a suspiscious player who sees risk in everything - a balor in a goblin warren? Kinda paranoid. Maybe he wants to see the balor, but more likely he just suspects everything is a trap. If the situation had been described more along the lines of "there's a goblin trying to escape through that door" rather than "there's a goblin trying to open that door" very little out-of-character knowledge would have been introduced, but probably enough to defuse the paranoia.
Hm, more likely the paranoia would have found an outlet somewhere else. AIR that poor little goblin struggling with the huge door bolt was only one snippet of many the GM was scattering all over the place to set the scene and keep some dramatic dynamic during that big, long battle.
dalek_of_god wrote: Of course that's just based on your description. It could be that your poor turtle truely is paranoid and no amount of outside knowledge will convince him that he is not a target. He doesn't seem to distance his enjoyment of the game from his character's success/survival.
That's what it looks like, yes. That's the terrible and tragic thing about paranoia: no amount of outside knowledge can heal it.
The bad thing about that for my game is that he isn't a quiet sort of paranoid, he's a persuasive sort of paranoid. He has an uncanny way of spreading his skewed view of things around the table - uncanny because even though by now we all agree that he has some kind of 'Jedi powers' drawing others into his mad thought circles, the Jedi powers still work.
dalek_of_god wrote: I think it can be fun for my character to be royally screwed - but I doubt he'd agree with me.
Agreed, on both counts.
On 8/26/2004 at 12:11pm, StalkingBlue wrote:
RE: Turtle player - advice?
bcook1971 wrote: This is really telling, to me. I've suffered immensely as a player, being disconnected from the process of discovering intrigue, where that was the focus of play.
Has happened to me, too. I felt left out of some pretty good bits of an otherwise highly enjoyable game I played in for months and never found access to those bits. So I see his occasional frustration and think I can understand it to some extent. I'd like to offer some way for him out of that frustrated place... but I guess I'll have to make sure the path for him is straight, safe, and brightly lit. :)
bcook1971 wrote: It's a real campaign rite of passage, to establish your ability to impact the SIS; although, I concede, it sounds like you're describing petulant behavior. Then again, there're three sides to every story.
Of course. I've been trying to understand what drives him to play in my game - obviously communication between us hasn't been too good in the past. Apparently he only recently understood that I was thinking about whether players have fun in my games... since then he's started giving me feedback - general, vagueish feedback, but it's a start.
dalek_of_god wrote: An opposite to this end could be that the most important play happens wherever whoever goes. (e.g. If Luke stays on Dagoba, then Han has the duel with Vader and founds out he's his dad.)
To some extent this is what's happening in my game. Two PCs are star-type characters, a third is cool through his magic and dedication to the group (player wants to play a sidekick character); but the Turtle's PCs have been kinda left out because of his own avoidance mindset.
bcook1971 wrote: Best wishes.
Thanks!
On 8/26/2004 at 12:25pm, StalkingBlue wrote:
RE: Turtle player - advice?
Walt Freitag wrote: ...I wasn't completely wrong about the boundaries being there, it's just that there's no evidence that the problem has anything to do with the player rejecting those boundaries.
Would you mind explaining what boundaries you see? I'd say I'm as open-minded about players thinking out of the box as any other GM I've experienced - but maybe you see something else?
Walt Freitag wrote: It's as if this player were interpreting negative feedback, especially from the GM, in reverse, turning it into an inadvertent positive feedback loop that turns the original idle idea into a momentary obsession. The same general pattern appears to apply to the scrying incident as well.
He doesn't twist feedback, he ignores it. That combined with his 'Jedi powers' makes for very harmful impact on a game.
He makes up his own 'facts'... and spreads them around the table. I've never seen anything like it. As a GM, you sit there and see your game fall apart, it's like it's being overgrown and eaten up by some extremely rapidly spreading fungus as you watch. One moment everyone is enthusiastic, pretty much in character and raring to go .... the next moment people sit around dejected, with their faces screwed up as they torture their brains trying to outthink the outthinker.
Walt Freitag wrote: How frustrating for all concerned, if that is indeed the general pattern. I have to ask, is there any trace of anything similar happening with this person outside of play? Like, if he suggests ordering pizza with broccoli, and the rest of you say "yuck," does he insist on it even more?
Not sure how your example relates to our case. Why would he stop ordering his pizza the way he likes it merely because someone else doesn't? :)
On 8/26/2004 at 12:58pm, Ron Edwards wrote:
RE: Turtle player - advice?
Hiya,
SB, I have a suggestion: trust Walt. He has a lot of experience in dealing with stuff like this. If you answer his questions instead of asking "why would you ask that," then the result might surprise you. Then if you still wonder why, you can ask.
This isn't a moderator post, but rather some experienced advice.
Best,
Ron
On 8/26/2004 at 6:40pm, Walt Freitag wrote:
RE: Turtle player - advice?
I appreciate Ron's confidence, but I'm not claiming any special prescience in this particular case. The case strikes me as unusual, something I haven't experienced directly myself. I agree that it's classic "turtle syndrome" in its broad outlines, but appears to go beyond it in some ways, making we wonder whether the usual causes (which usually amount to the player having been heavily, though inadvertently, rewarded for that behavior in past play) actually apply here.
Not sure how your example relates to our case. Why would he stop ordering his pizza the way he likes it merely because someone else doesn't? :)
Because when ordering pizza for a group, assuming that the number of pizzas being ordered is significantly smaller than the number of people participating in the meal, compromise is required, and social feedback is part of the process of reaching that compromise. (Please note that most of my pizza-ordering experience pre-dates such innovations as 4-quadrant square pizzas with separate toppings on each quadrant. Let's assume that we're talking about pizza-availability circumstances that do require group agreement and compromise, and I'm sorry if that wasn't clear before.) So, when suggesting a pizza topping, there's more involved than just stating your own desires; you make a proposal that others might or might not accept. There's nothing wrong with starting out with your personal best case -- "I'm really in the mood for broccoli" -- but if the reaction from everyone else is "yuck," it's socially dysfunctional to keep insisting on it. (Generally speaking, that is. You could make a good case for "Hey, come on, we've had meat the last two times and you know I like veggies better, I should get a turn to choose." Or "I'm paying so I get to choose." But that's all negotiation and compromise too.)
How does it relate to your case? I think I can show that by echoing your own question: Why should he stop insisting on scrying the assassination target in advance, if that's what he wants to do, merely because the other participants don't want to do it that way?
The answer should be, because he's getting signals from the other participants that the group is not agreeable to that approach. I have no reason to believe that those signals aren't being sent, so he must be either not perceiving them, incapable of perceiving them, ignoring them, or misunderstanding them.
And here's the thing: to fix the problem, you have to know which it is. If he's not perceiving the signals, then you have to make them stronger. But if he's incapable of perceiving them, then sending stronger signals is like shouting louder at a totally deaf person; if he's ignoring them, then sending stronger signals is nagging him and likely increasing his resentment; and if he's misunderstanding them, then sending stronger signals is like pulling harder on a door that won't open, when the sign says "push." So, questions about how he interacts with groups in other aspects of life outside of gaming are intended to sort out exactly where the feedback process is going wrong, so that it has a chance of being remedied.
He doesn't twist feedback, he ignores it.
If this is the considered result of careful analysis on your part, then I'll accept it. You have a lot more data to go on than I do. But the balor example in particular sounds to me like negative feedback is increasing his resolve for a particular belief or course of action when it should be decreasing it:
I believe he said that in jest at first, but quickly got into believing it (rather like a child terrifying himself with his own ghost story)
If misinterpreting the feedback were what is going on, it would look a whole lot like he was suddenly getting the idea fixed in his head all by himself, while at the same time ignoring the other participants' feedback. (Imagine if someone sabotaged your car by reversing the action of the brake and accelerator pedals, so that the brake pedal accelerates the car. After the inevitable crash, wouldn't you likely describe what happened as, "the car suddenly and for no reason accelerated, and it ignored the brake pedal"?)
I'm far from certain that's the case, but it's a possibility that must be considered carefully, along with the other three.
Would you mind explaining what boundaries you see? I'd say I'm as open-minded about players thinking out of the box as any other GM I've experienced - but maybe you see something else?
Well, there are boundaries that you've openly admitted to. I'm not saying they're not reasonable, but they are boundaries.
It means that once I've prepared what I call a "world bubble", ie a bit of environment to play in, it's easy for me to run with players' crazy on-the-spot ideas ... but when they would ask me to prep A and I agree, and they then come to the table suddenly wanting C or X instead with no advance warning, I wouldn't be willing to sit down and wing it all. Fortunately my group and I are in agreement on that.
We sit down to play, I start the session, the turtle interrupts with one of his typical "Before we do this, can I just...?". He turns to another player and suggests a different course of action that would take place seomewhere else.
In character the other player couldn't possibly refuse, his PC would have been desperate to do what had just been suggested (rather than what had been agreed beforehand)...
It was sad really. He had a brilliant suggestion, but entirely the wrong timing - simply because he never expected anyone to take him up on it. He's just not on the same wavelength as the rest of us. It feels almost as if he's blind to a whole dimension of my game.
So, everyone agrees that the turtle's suggested action was reasonable in-game, in fact at least one player found it strongly preferable and you describe it as "brilliant." So what was wrong with it? It transgressed a boundary you'd established, in this case a boundary on the timing of when player-character decisions can be made.
Outlandish-solution example from the same game: We were getting ready to assassinate one of the big movers and shakers of the region, an extremely powerful guy with a powerful artifact sword. We knew he'd be likely to kill a few PCs before we could bring him down, and would probably wipe the floor with us if we weren't very smart in our approach. We decided that everything depended on the right opportunity.
The turtle's idea was to scry (magically spy on) the target for about two weeks on a daily basis, so establish his patterns and then strike when he'd be most likely to be vulnerable. Outlandish? In the circumstances, yes. First, under DnD rules scrying can be noticed, and defended against, by the target. Second, we had all reason to expect the target to be unaware of our existence or plans, so we might catch him at a vulnerable moment if lucky - not a chance of that once he'd noticed he was under scrying surveillance, obviously.
I'm aware that this example wasn't from your own game, but it's illustrative of an outside-of-game-world boundary created by prior expectations that come across to me as rather arbitrary. Some players wanted to be certain of the element of surprise (at the cost of going in with incomplete knowledge of the target), while the turtle wanted to gather intelligence and base a plan on that (at the cost of likely alerting the target). Both plans sound viable to me, and the second no more risky than the first. If the target were already aware of the possibility of assassination, then a detected scrying attempt might do little harm. If he's one of the world's powerful movers and shakers, then perhaps attempts to scry him for many different reasons are fairly frequent (are clairvoyance/clairaudience still third level spells?), and wouldn't particularly alert him. If the target had taken security measures you weren't aware of, then any attempt to attack at "a vulnerable moment" would likely fail catastrophically.
It sound to me like once again the problem wasn't with his idea, but with the timing. The group had already decided to do it one way, so his suggestion to do it another way wasn't welcome. I infer the boundaries from the timing and the situation as described. Apparently, no action had been taken yet on the plan (how could it have, if the plan was "attack and hope the attack happens to come at a vulnerable moment?"), there was no way to know what complications or setbacks might occur once you began to act, and yet it was regarded as too late to consider a different course of action. This says to me that a whole lot of planning ahead was going on, on both sides of the GM screen, with shared expectations that the broad outlines of plans will be adhered to, in order to allow play to continue. Those expectations establish boundaries.
Again, not saying those boundaries are bad or anything. But they're there, and they're causing problems when the turtle transgresses them.
I said I didn't think this was the main issue, though, because so far the evidence doesn't appear to show that he's deliberately charging into the boundaries just because they're there (my original theory); more like he's blundering into the boundaries because his social compass is out of whack. That's why the issue of how he handles social feedback seems, to me, important.
- Walt
On 8/26/2004 at 11:08pm, StalkingBlue wrote:
RE: Turtle player - advice?
Walt Freitag wrote: I appreciate Ron's confidence, but I'm not claiming any special prescience in this particular case. The case strikes me as unusual, something I haven't experienced directly myself. I agree that it's classic "turtle syndrome" in its broad outlines, but appears to go beyond it in some ways, making we wonder whether the usual causes (which usually amount to the player having been heavily, though inadvertently, rewarded for that behavior in past play) actually apply here.
Perhaps if you were to share examples of your experience with more "usual" turtles and how you dealt with them, it would help me understand where you are coming from and describe our situation more clearly?
Walt Freitag wrote: ...assuming that the number of pizzas being ordered is significantly smaller than the number of people participating ...
Ah, pizza sharing, I see now - where I come from people will usually order their own, so your question puzzled me.
No, he wouldn't. He wouldn't insist on anything that people clearly and forcefully object to.
In fact he'd be most likely not to ask for any specific toppings to suit his taste at all, but would let other people decide ... Or to try and simulate orur typical game situation with that pizza sharing situation, he'd turn around and ask people, "So what do you want to have on the pizza?" He'd discuss possibilities and options, likely would mention sundry concerns that some toppings might be bad for your health, possibly might start a list of toppings and check and double-check it with people, and whenever something like a clear "pizza plan" threatened to emerge, he'd throw in a new thought: "Or... or, I don't know whether that would work, but instead of mozzarella-broccoli-tomato we couldhave tuna-egg-artichoke instead? Or..."
And people would be more likely than not to fall silent and listen to his new idea religiously, regardless of now many previous pizza ideas he'd already brought up.
He wouldn't try to manipulate people into ordering the pizza toppings he likes best, mind you. He'd just be trying to prolong the delicious process of pizza planning without proceeding to the dangerous and unpredictable stage of actually ordering one.
That's just one fact of the problem we have with him in our games, but it's a major one. He bogs things down to an insufferable degree, partly because he likes discussions and partly because anything but sitting there discussing seems to out-of-proportion frightening that he can't or won't do it.
Walt Freitag wrote: How does it relate to your case? I think I can show that by echoing your own question: Why should he stop insisting on scrying the assassination target in advance, if that's what he wants to do, merely because the other participants don't want to do it that way?
Well, in the scrying situation the GM thought it was a bad idea, but in accordance with our style didn't interfere. Letting players work out their own tactics is very much a part of both our games the turtle plays in.
I was positive it was a bad idea (partly because I have some grasp of what the risks/gains of protracted surveillance are in real life, and knew that the GM runs a reasonably 'real'-feeling game environment) and ended up shouting the turtle down. As always when someone, whether GM or player, forcefully provides a clear lead and dictates proceedings, the turtle shut up and trailed along.
The other players weren't thinking clearly or hadn't bothered to think about plans. If I hadn't interfered, we'd have sat there planning for hours and then scried that plan to death. (It's happened before.)
Just to make it clear: I'm not proud of what I did there. Dictating the group's tactics single-handed is not much less dysfunctional IMO than sitting down and playing chain-and-ball to the group and talk them into paralysis. Unfortunately, it was the only workaround I have ever been able to find as a player: if you don't shout and push on, if you leave people only a moment to consider, the turtle will turn around and throw his net of paranoia and paralysis over them.
In my own game, the state of things was much similar: one player ended up taking the lead and pushing on much of the time because it was the only way to get anything done at all.
That's not good for creativity, it's not good for giving less forceful players room to contribute and expand creatively into the game. But it works marginally better than doing nothing at all and letting ourselves get wrapped up in strings and webs of paranoia.
I'm not sure what makes him so persuasive, except he's a salesman, and I think a successful one. But that can't be all there is to it. He admits that he is "a bit paranoid"; but claims he has no intention whatsoever to dominate the game or prevent other people from acting when he doesn't want to act.
Walt Freitag wrote: The answer should be, because he's getting signals from the other participants that the group is not agreeable to that approach. I have no reason to believe that those signals aren't being sent, so he must be either not perceiving them, incapable of perceiving them, ignoring them, or misunderstanding them.
Sometimes signals aren't sent because of GM restraint, see above.
Sometimes signals aren't sent because the other players haven't started thinking about things consciously, they are immersed in the game. Actually, that might partly explain his 'success' in influencing others: when one person starts throwing theories and plans out, however wild and outlandish they may be, those who are in 'creative mode' may have no defences up against him and may be more receptive to suggestive talk and behaviour than they would be if they were thinking straight.
Sometimes he doesn't perceive signals - playing in the same group with him, I always felt I had no voice at all unless I was shouting (preferably in anger, which shocks and dismays him and breask his spell on other players).
Some signals he's incapable of perceiving I think - he shows signs of slight paranoia not only in his gaming habits but also in real life. This means that when he's convinced himself of some "terrible thought" (his usual words), evidence to the contrary won't get through anymore.
Walt Freitag wrote: And here's the thing: to fix the problem, you have to know which it is.
That's part of the problem, yup.
Walt Freitag wrote: But the balor example in particular sounds to me like negative feedback is increasing his resolve for a particular belief or course of action when it should be decreasing it:
Well, in the balor example the GM didn't comment either way - could have been either GM's restraint (see above), or GM's attention focussed elsewhere. Running DnD combat tactical wargame style with many participants is challenging, and the battlemat was crowded during that combat.
Walt Freitag wrote:
If misinterpreting the feedback were what is going on, it would look a whole lot like he was suddenly getting the idea fixed in his head all by himself, while at the same time ignoring the other participants' feedback.
I'm far from certain that's the case, but it's a possibility that must be considered carefully, along with the other three.
In all my discussions with him, I have never heard any evidence that he regards the GM as trustworthy. It's difficult to find out what he really thinks because he won't criticise me to my face even when asked for specific feedback, and he has by now pretty much stopped criticising the other GM in my hearing because he assumes that we will exchange information.
Walt Freitag wrote:It was sad really. He had a brilliant suggestion, but entirely the wrong timing - simply because he never expected anyone to take him up on it. He's just not on the same wavelength as the rest of us. It feels almost as if he's blind to a whole dimension of my game.
So, everyone agrees that the turtle's suggested action was reasonable in-game, in fact at least one player found it strongly preferable and you describe it as "brilliant." So what was wrong with it? It transgressed a boundary you'd established, in this case a boundary on the timing of when player-character decisions can be made.
No! What was so sadly wrong with it was that he never expected to be taken up on it. He didn't think it was a brilliant contribution, in fact he was rather peeved when he realised that the other PC's player wanted to follow his suggestion and that I intended to run with that, rather than go ahead with what was originally planned.
As it was, his remark was merely throwing a hammer in the works of the game. He didn't think it was brilliant, he didn't expect anyone to act on the basis of it, and in any case he told us that his PC wouldn't even think of going with the other PC if the other PC decided to follow his suggestion because he thought it would be much too dangerous. Basically (I paraphrase, he didn't speak in character of course):
[pointing to undead-inhabited ruins on next hill to the north] "Well, why don't you go back there and search for the way back to your home? Maybe that mysterious time gate will still be there? Meanwhile, farewell, I now have to flee that way" [pointing across the hills to the south-west] "to escape being killed by the orcish armies who'll be here soon."
This behaviour made all the less sense as I'd started to set the scene (which he interrupted to make his remark) a considerable chunk further in time. If he never expected to act on his own suggestion, and didn't anyone else to want to do so, why insist to go back in time just to say it? I've asked him that and he said, he had only "just" thought of it, three days before the game.
Re scrying:
Walt Freitag wrote: It sound to me like once again the problem wasn't with his idea, but with the timing. The group had already decided to do it one way, so his suggestion to do it another way wasn't welcome.
No. No plan yet - but we had intel suggesting that the NPC didn't feel vulnerable and prob wsn't taking many general precautions. Also an earlier assassination attempt on another target had gone horribly wrong with several PC deaths due to the turtle's plan which involved extended surveillance to a ridiculous degree. Ironically enough, in that scenario the turtle had decided at the last instant that the whole affair was too suicidal to be involved in, so his PC didn't go and never was in any danger. The fact that the other assassination failed because of the turtle's 'dithering tactic' was common knowledge in the group - yet they would have done exactly the same thing again.
Walt Freitag wrote: I infer the boundaries from the timing and the situation as described.
Apparently, no action had been taken yet on the plan (how could it have, if the plan was "attack and hope the attack happens to come at a vulnerable moment?"), there was no way to know what complications or setbacks might occur once you began to act, and yet it was regarded as too late to consider a different course of action. This says to me that a whole lot of planning ahead was going on, on both sides of the GM screen, with shared expectations that the broad outlines of plans will be adhered to, in order to allow play to continue. Those expectations establish boundaries.
Again, not saying those boundaries are bad or anything. But they're there, and they're causing problems when the turtle transgresses them.
Nope, another misunderstanding here. No planning ahead, in fact AIR the possibility of going for the target came up only during the course of a session, and we decided on the spur of the moment (after hours of turtle talking, that is) what to do.
Walt Freitag wrote: more like he's blundering into the boundaries because his social compass is out of whack.
Doesn't ring true to me.
IMO his problem with the scrying situation was that, as a slightly paranoid person will do, he was determined to know everything there was to know, whatever the cost - and before that he wasn't going to move an inch. He also wasted hours of time elaborating on what kind of new allies and powers he imagined (without any foundation in fact whatsoever) the target might have gained since we last encountered him.
If we had succeeded in scrying him (which in the event didn't happen) and sat back to analyse our findings, he wouldn't have processed the facts learnt from the scrying and got ready to act on that basis - he'd have used them as seeds for even crazier conjecturing of possibilities.
That's what he usually does: unless the lead is crystal clear, he sits down and refuses to do anything at all except discuss his "terrible thoughts". Unfortunately, something about "discussing terrible thoughts" has an unhealthy attraction to other players. It doesn't lead anywhere, it's tedious, it gives you a headache, and if you aren't careful the session time is over before you've even settled on what to do, if anything. But still, once he starts on it, players respond, despite themselves.
Perhaps if I could find a way to lessen this kind of harmful impact he has on my game, it would be a big step forward. I've talked to the players and we basically all agree that his 'Jedi powers' aren't a good thing - yet, we all continue to fall for them, despite ourselves.
Walt Freitag wrote: That's why the issue of how he handles social feedback seems, to me, important.
The whole feedback issue is difficult with him, partly because he shies away from straightforward communication. The easiest way and in the end IMO the only way to understand somebody's responses to feedback is to talk to them and find out. But he won't tell you. Maybe he doesn't trust you far enough, I don't know.
On 8/27/2004 at 5:54am, StalkingBlue wrote:
RE: Turtle player - advice?
Re boundaries again: We may be on to something here.
On the whole I don't agree with your interpretation that it is the turtle transgressing them. But I agree that boundaries play an important part in our problem with him. Let me try to explain my thought (which woke me in the middle of the night and kept me awake, so it had better be a stroke of genius).
Of course if you give 'boundaries' a sufficiently abstract definition, then every time anyone does something that you don't want them to do, or
does not do something you'd like them to do could be defined as that person transgressing boundaries. You and I could keep shouting Yes! - No! - Yes! - No! here until bandwidth on this server runs out, but that's not what either of us is trying to do. What we are trying to do here I think is establish communication on a complex human situation, which I have experienced, discussed and analysed in great detail but am currently unable to resolve, while you are trying to reach conclusions and (I hope) come up with suggestions for a practical solution, but can't glean facts except from what you read in and infer from my posts. So no wonder there's a bit of back and forth here. If this were a simple and straightforward situation, my fellow GM, the players, the turtle (maybe) and I would probably have realised that by now and resolved it.
So let my try to take a step back and feel my way back into the situation and try to define where to my feeling the differences between the turtle and me are re boundaries. The reason why I keep saying your assumption that the turtle transgresses boundaries is incorrect is this:
Boundaries are certainly a major part of the problem here - but not, I think, so much in the sense of the turtle transgressing them. On the contrary: my experience is that the turtle loves boundaries. Needs boundaries. Worships boundaries, almost. The troble is that his take on boundaries and mine aren't always conicident or even easily compatible.
For example, when I make a house rule, I only have to state it once. For the turtle, I wouldn't even have to put it in writing somewhere: once the GM states a rule, that's how it is - he makes a point of always having all house rules at the tips of his fingers. It's uncanny almost how my words seem branded into his brain when a rule is concerned.
He may not like certain house rules, sometimes a rule may turn out not to work too well in play, in which case it needs to be dropped or adjusted. However, he would never 'presume' to approach a GM over this, or even answer a GM's question for feedback honestly. "The DM is always right. The player can always walk," is all that you are likely to get out of him. That's one boundary he imposes on himself... or rather a boundary he imposes on the GM. It feels more like an "As a player, I have a right to remain silent" stance.
In his suggestion for 'another scenario', he was appalled and shocked that the player he made the suggestion to wanted to take him up on it, and even more shocked and unsettled when he realised that I, the GM, the Keeper of Boundaries, intended to run with it - and worse, intended to break the Holy Rule of Always Providing the Promised Entertainment to Your Players by calling off that night's session.
I've told you about the bit of our game contract that says that I'll gladly listen to players about what scenarios they'd like to do and run with it, and that I'll run with any solution (or non-solution, like sitting around discussing plans and then giving up because the scenario seems too suicidal or unsolvable), but that when at the end of a session we agree where the party wishes to go next, they will actually go there at the beginning of the next session.
My impression was that the turtle honestly couldn't so much as think outside those boundaries. Once we'd agreed that the group would return to shelter in the forest and would take the new, time-travelling PC along with it (rather than help her search for a way home), that was what was going to happen no matter what. He was disappointed and I think disgusted that when he came up with his brilliant new idea that immdiately clicked with the player concerned and with me, I didn't observe that boundary, but allowed the time-travelling player to stray across it onto greener fields instead. It was almost as if he expected to be completely safe to do a bit of suggesting and conjecturing because nothing was going to come out of it anyway. When contrary to his expectation it did, he seemed to feel cheated.
What made it worse for him, and that's where I feel for him, was that the next scenario in line (the one that we'd have played that night if he hadn't come up with a better alternative plan) was one that he had in effect chosen. It had been one of a long list of tedious local 'cleaning up the area' missions that he thought the group should do before they moved on to more interesting things. No one else was thrilled by the idea of working our way all the way through that checklist, so I told the players if the PCs dropped suggestions with the right NPCs, NPC groups would be able to take care of most of those clean-up missions and the players might just choose one from that list, whatever appealed most to them, and I'd offer an opportunity for them to do it and make sure that it proved worth doing. No one was too bothered (or enthusiastic) about which one to choose, so the turtle got to say which one'd most like to do. I'm still meaning to run 'his' scenario and I'm hoping I've added dimensions to it that will make it interesting and rewarding for all the characters and players to deal with, because of the turtle's own brilliant suggestion, it's on the back burner for now.
So in effect his suggestion, which I've called a brilliant if sadly mistimed idea, was a disaster from his point of view. Not only did it lead to all sorts of holy boundaries being broken, but also it resulted in him not getting a game that night for incomprehensible reasons, and 'his' clean-up scenario isn't coming up next in line as he had expected.
(Oh. Expectations are a big deal with him, too, perhaps that isn't as obvious from my previous descriptions of him as I thought. He's extremely flexible when others in the group forcefully state preferences - but he hates surprises. Once he comes to expect something, he feels ownership in it happening as he expects.)
His standard tactic of sitting down, talking and doing nothing is a matter of keeping within a boundary, too. Again, it's a self-inflicted boundary or at least one that he brings to the group.
He's played in the other GM's game for two years now and in mine for a bit over half a year. Nothing in either of our two games suggests that sitting around doing nothing is a tactic that's going to be rewarded. On the contrary, both GMs are much more likely to reward players for stepping on up to the challenge. I've said that on one level our games are very Gamist.
For the turtle, however, every challenge that isn't thrust on the group without any control on the players' side seems a Big Delectable Thing, better to be observed from all sides and flirted with from a distance than actually engaged. He can't seem to bring himself to cross the threshold into actual adventure. I think he's turned that threshold into a Big Boundary that he likes to take cover behind (hoping that if only he does nothing, the challenge won't dare cross the boundary and come find him) to watch and think "terrible thoughts" about in safety and at leisure.
And another boundary on his part, this one inherent in traditional DnD play and to some extent rooted in the system: According to what I can tell from talking to him about my games and other games he plays in, the turtle is convinced that the only chance you have as a player to "succeed" in a DnD game is by exploiting all the rules and tactical conventions of the DnD rules, especially by having a wizard (not other arcane spellcasting clases, they don't count) in the party and having tons of magic items. The Midnight setting doesn't have wizards, it has its own spellcasting class, and magic items are very rare. To him this means that the party is doomed to fail sooner or later. That is nonsense of course, with our partly Gamist slant no one in our group particularly wants to play a game doomed to failure. But when my fellow GM asked the turtle the other day where he sees his Midnight PC in 10 further levels, he said dryly, "Dead."
He hates being deprived of his habitual manifold layers of magic security in my game and even after half a year of play isn't getting into it. Why does he still play? Claims he enjoys it. What it is he enjoys is hard to make out because he either can't or won't tell.
Which leads to yet another boundary inherent in traditional DnD play that I stretch and transgress again and again, much to his discomfort: I don't run a purely Gamist game, I try to give players room to invest in their PCs, develop their personalities and come out of pawn stance. My fellow GM and one other player are with me, as I've said earlier a third player is beginning to wake up to it a bit. We're feeling our way, learning by trial and error. On the whole it's an exciting and rewarding process. But to someone with DnD play traditions hardwired into his brain, it's disconcerting and disorienting. He sees me break the boundaries of 'proper play' time and again (of course in his view what players do doesn't count, he'll see me as responsible for allowing them their actions like a good little DnD DM should be), and just can't seem to wrap his head around what other boundaries might be there that would help him find his feet again.
I've tried suggesting to him to think of his PC as a protagonist in a story. I've suggested to him to think in chapters or scenes. "Scenes?" he said and the corners of his mouth turned down. Like in a movie, or novel, I suggested. He slightly shook his head and clammed up. He does read genre novels and he does watch genre films... he just can't seem to see any connection between characters even in a DnD novel (which for some strange reason he enjoys reading) and characters in a DnD game.
We've told him that we think of his PC as played by certain movie actors in the "movie of our game". He smiled (not unhappily) at Humphrey Bogart and seemed to like Max von Sydow a lot. But it's not giving him any boundaries to work with, and I don't think he can get anywhere further without clear boundaries to follow.
Does that make any sense? :)
On 8/27/2004 at 7:11am, StalkingBlue wrote:
RE: Turtle player - advice?
And I just remembered why I keep thinking that there may be a way through to the turtle player. It's to do with a scenario I ran about three or four months ago, in which I as the GM transgressed all sorts of boundaries and rules of your group's game contract, by throwing the players into not only a scenario I'd prepared without telling them a word about, but in one sense into different characters as well. I took a big risk doing that, if my players had resented it (as they might well have been in their right to), it could have seriously damaged GM-player trust at my table. As things played out, it mostly worked out. I succeeded to draw everyone in, most importantly (for our present purpose here) and for the first time the turtle as well.
At the time I had five players, all of them 'inherited' from the other GM, who was running a heavy-Gamist high-level DnD game with lots of cool challenging combat and some (mostly abstracted) politics, but (at the time) hardly any in-character roleplay at the table. I'd been running my game for maybe three months and was getting frustrated. I'd been doing my best to offer the group tactical combat challenges, which on the whole was working nicely although PC casualties were too high for my taste. The group zoomed through my scenarios at top Gamist speed, interlaced with situations where the turtle bogged them down to discuss 'terrible thoughts' of his. At the tactical level, I was thrilled at being challenged as a GM like I'd never been before. But there was something missing.
I was missing in-character interaction. Some of the PCs had clear star potential, and as I gradually found out, two of my players (one of them the other GM with the then heavy-Gamist game) were as keen on in-character roleplay as I was. On the few occasions I dared offer roleplaying opportunities and challenges to the group (with a deep breath and almost chickening out of it every time), incredible scenes were created. That was the good bit. The not so good bit was that the other three players were left out. Completely. At one point one guy sat there flicking through books while roleplaying was going on, and another kept checking his phone for text messages. The turtle player AIR just sat there staring into space. According to him he was making a point of not listening to any of the roleplaying because his PC wasn't there.
I decided I had had enough. I had been thinking of introducing some form of dream/time travel to the campaign, but hadn't yet discussed it with the group. My ideas on how it would work or how important it might become to the game were pretty inchoate, but I had a vision of a first scenario to try it out, a massacre between elves and humans thousands of years ago when a diplomatic meeting just after a bloody and protracted war had gone horribly wrong. So I sketched a rough idea of how I thought the massacre might have been started, did rudimentary DND stats for my NPCs in case of combat (which I didn't really expect, but you never know), and created an NPC escort for the young prince of a human nation travelling into the elven forest to meet with his elven bride.
I made each escort an 'echo' of a PC: a character that would work with the PC's stats, had the PC's name and a station at the court that 'felt right' to me - right in view of the PC the player had created, and what I felt they might enjoy playing. I typed and printed a brief paragraph for each NPC to offer each player a bit of backstory and a motivation in the scenario to use if they wanted.
I also asked each player to give me an idea for a "waking-up moment", which described as the most powerful emotion or memory that they could think of for their PC. All players gave me some kind of suggestion. The turtle actually e-mailed a nightmarish, chilling scene about being pulled from a heap of corpses by an ugly orc when he was a young boy. He was reluctant at first to let the other players read it, but posted it on our campaign boards after I encouraged him and awarded him story XP for it. (The way he wrote it, it seemed to indicate that the scene ended just as the orc was proceeding to rape the boy, but he doesn't appear to have intended that.)
When the players arrived I told them I'd determine seating arrangements that night because I was "going to be evil". What I most wanted to achieve with this was break up the two 'factions' at my table to help break habitual patterns. Usually the in-character roleplayers had drifted together at the left end and non-roleplayers at the right end of my table. Also of course, having read my Machiavelli, I knew that those unsettled are more easily led...
Everyone took their allotted seats like good little GM-led players, each rolled one Will save as I asked, and without further explanation I started my intro with the sun setting behind the trees and "'the servants" setting up "the prince's tent" and rolling out carpets in a nice spot by the brook to sit on for dinner. There hadn't been any servants or princes apparent in the campaign region up to that point, in fact as far ass anyone knew there might not be any left in the world because human lands had been overrun by orcs several generations ago and the few free humans left were hiding away in refugee camps in the Elven forest; but no one objected or said anything. Everyone was sitting completely still as they listened. I told them what year it was, that the war against the elves had justed ended, who each of them were, told them to use their PCs's stats and handed out their character notes.
There were a few minutes of utter, stunned silence from the players, during which I had the prince appear and provide some irrelevant dinner chatter and then retire. During this I had the prince 'put his foot in it' on two occasions, triggering glimpses of visions in two NPC-PCs that were actually fragments of memory of the real PCs. When one of the players responded and played her NPC's unrequited love for the prince (who the NPC had grown up with), I let her experience her full waking-up moment and gave her a choice: "You are hovering on the brink. You can remain in this pleasant dream, or you can return to much darker, more painful, but real world." She decided to return.
An inaudible sigh rippled around the table. Suddenly people felt they knew what was going on. From that instant on, roleplaying erupted. People were getting into character, first their NPC-PC and then, as other PCs helped them remember, decided whether or not to be "awakened" - in fact, two of them decided their PCs would prefer to stay in the less harrowing dream than face the grim reality of their own lives again.
In that session, no one was left out of the roleplaying, and no one wanted to sit and discuss 'terrible thoughts'. The turtle played his role as the prince's bodyguard religiously, hovered around him, evacuated him when things between two "awakened" PCs and their hot-headed elven NPC-PC friend grew tense and was every inch a noble, dedicated bodyguard.
He has loved playing the role that I assigned him - he did ignore half of my typed notes on the NPC "because I didn't like them", he said; but that's perfectly fine with me, in fact it's great: that night it felt like he made the game his own, and he enjoyed it and contributed to everyone's fun.
He has had a similar, more highly profiled scene as the prince's bodyguard in the scenario we last played - that's the scene I posted about earlier. That scene was set about ten years in time before the elven-massacre scenario I'm describing in this post: the prince was still a little boy and the war with the elves was on. The way the turtle played that scene and wrote about it later in his character's chronicles of the scenario, it laid the basis for the loyal, eternally patient bodyguard somewhat jaded by the young adult prince's continuous lightheaded chatter that the NPC-PC would have grown into ten years later and that he'd played before.
It was almost as if by dictating a character he should play, and by sending the group back into their own past, so to speak, I was taking the load of responsibility and risk off him and allowed him to expand and be creative and actually roleplay.
This last bit is my interpretation of things and I may be horribly wrong, as I've said it's difficult to talk to him about his views and wishes. But it makes me kind of hopeful that we may yet develop a common frame of reference that will allow him to expand into my game and do stuff he enjoys that we others can live and play with, rather than sit around refusing to engage and talk "terrible thoughts".
In any case it convinces me that the way to solve our common problem, if there is one, isn't ignoring him and isn't merely stifling his bog-down tactics.
I can stifle his planning to some extent by setting time limits for player planning discussions (which players would agree to because our bi-weekly game time slot is only about 3 hours, and which he'd accept anyway because he thinks that as GM I have that kind of right), but it isn't good for the atmosphere at the table: I want to be able to relax control to invite players' creativity, not increase control. In order to be able to rely control, I feel I have to offer the turtle ways of doing other stuff he enjoys: distract him and invite him, rather than curb him. The more he is involved in actually playing, the less time I'm hoping he'll need to spend sitting behind his non-risk boundary fence caught in his own game of 'terrible thoughts', and catching other players in it.
On 8/28/2004 at 4:49pm, Walt Freitag wrote:
RE: Turtle player - advice?
Cool, you've given me a lot of new information to digest and it sounds like in the process you're starting to come up with ideas of your own.
A lot of this is starting to sound more like classic Turtle after all. Instead of saying "I do [my character does] nothing," your turtle is doing nothing by virtue of never being satisfied with a proposed ccourse of action. Which is even worse, because as you say it drags others into inertia in the process.
Teasing out the cause and effect would be interesting, if you could figure out how to do it. Is he perpetually delaying actions because he keeps thinking of alternatives and can't get them out of his mind? Or is he afraid of making decisions, and just using thinking of additional alternatives as a way of delaying or avoiding doing so? Several details (such as that he's able and willing to act when clear guidelines are in place) suggest the latter. That this behavior affects his pizza-ordering as well as gaming suggests that the ultimate cause does not stem from gaming (such as bad experiences in past games), unlike the classic "turtle" syndrome.
However, indecision is also something we all experience at times and can all sympathize with. You might want to look into some of the recent research on decision-making (I'll help you track it down if you want; I heard of it from reports in the general news media) that appears to show that after a certain point, adding more options to choose from not only make the choice harder (obviously), but they also make the chooser less satisfied with the choice once it's been made, which goes against the common notion that more choices always leads to more satisfaction from getting to "have it your way." I mention this to suggest that if your turtle is affected by this more than most people, it might be worthwhile to consider how he reacts when decisions between limited alternatives. This is to say, choosing A, B, or C rather than "what do you want to do now."
None of this, though, explains the balor incident, which is why I went off on a tangent looking for another theory in my previous post. You've given a lot of information and I'll have to think it over some more to see what other suggestions I can come up with. Thanks for all the data, and stay tuned!
- Walt
On 8/28/2004 at 10:26pm, hix wrote:
RE: Turtle player - advice?
StalkingBlue wrote: The turtle actually e-mailed a nightmarish, chilling scene.... He was reluctant at first to let the other players read it, but posted it on our campaign boards after I encouraged him and awarded him story XP for it.
This suggested a weird idea. Buy a stop watch. When analysis begins, you click the stop-watch on and give them five minutes (or three or one, whatever). If they make a decision and act on it within that time limit, immediately give them an XP award of 1000, say. Decrease the XP by 100 for every minute of talking after that.
[Adjust time and award size to taste.]
If it's XP that your player values, maybe this'll provide an incentive. And in a way, it models how more experienced heroes would make quicker decisions.[/Dr Phil Mode]
On 8/28/2004 at 11:22pm, JamesSterrett wrote:
RE: Turtle player - advice?
I've been debating posting a similar mechanic. I ran a game for a group, many years ago, who were fountains of ideas - to the point of bringing play to a halt as they debated courses of action. I told them I was going to assign time limits, and that when the limit expired, events would simply begin to take place, with or without their actions.
Fortunately, they were happy with this (recognizing the problem of endless debate), helped me keep an eye on the clock, and everything worked well.
However, I'm not sure if a time limit would constitute extra pressure on Mr. Turtle in a manner that would help him break out of his shell, as opposed to in a manner that would leave him yet more defensive - "I hunker down out of the way because I haven't had time to prepare for every possibility", instead of "I know I cannot foresee every possibility so I'll act and se how it comes out".
On 8/29/2004 at 1:24am, hix wrote:
RE: Turtle player - advice?
Good point, James ... and stalkingblue actually mentioned earlier that the player would be uncomfortable with time pressures. The mechanic I suggested doesn't need to be used so forcefully. You could play it that there's no in-game consequence to taking longer to decide - just a reward for quicker decisions.
From there it's up to the players to come up with their own balancing point that they're comfortable with.
On 8/29/2004 at 10:52am, StalkingBlue wrote:
RE: Turtle player - advice?
Thanks Walt, it feels to me like we're talking about the same guy now. :)
I'm going to give you a couple more examples below.
--In fact after writing most of this post I've reached a conclusion about one horrible problem we have that I hadn't seen so clearly before. I'm leaving all my thought process in, so you can see where I'm going from and maybe glean more data on the way. --
Walt Freitag wrote: A lot of this is starting to sound more like classic Turtle after all. Instead of saying "I do [my character does] nothing," your turtle is doing nothing by virtue of never being satisfied with a proposed ccourse of action. Which is even worse, because as you say it drags others into inertia in the process.
Do you think that dragging others into inertia follows naturally from never being satisfied with a course of action? I'd expect that when one person shows dysfunctional behaviour that all the others at the game table have identified as such in situations when they weren't directly embroiled in it, those others should be able to develop some kind of alertness against future cases of it, and tell him to stop it or at least disregard it?
Instead of which his almost hypnoic effect continues. It's something I've never experienced in any group, whether professional, social, in sports or gaming. When I GM for him I see what he does, and when I play alongside him I can protect myself by using a special 'anti-turtle' filter forcing myself to divert every word he says into a special 'turtle waste' compartment where I can disregard it. That helps me break out of the general table hypnosis and sometimes has enabled me to shake others out of it by sheer verbal violence, but as I said earlier, this isn't very functional either.
I think it's one of the aspects of the problems we need a solution for, and to me it's the one I can't for the life of me understand the cause of.
--In fact as I realised a while after writing this bit, it's part of the overall problem I identify at the end of this post. --
Walt Freitag wrote: Teasing out the cause and effect would be interesting, if you could figure out how to do it. Is he perpetually delaying actions because he keeps thinking of alternatives and can't get them out of his mind? Or is he afraid of making decisions, and just using thinking of additional alternatives as a way of delaying or avoiding doing so? Several details (such as that he's able and willing to act when clear guidelines are in place) suggest the latter.
As far as I can see it's a mixture of both. Often after a group has finally kicked through all his webs of thinking and outthinking and actually acts, he sudddenly groans in mid-move, slaps his forehead and says, "Of course what we should have done..." By which time hopefully things are happening, NPCs are driving the roleplaying or combat has started, so we're safe. For now.
There's another dimension, which is that he enjoys planning. It's one of the few things he's actually stated clearly. He likes the tactical challenge, he likes to throw out ideas and getting told by other people whether they think his plan is brilliant or "outlandish" (his word btw, meaning 'rubbish' as far as I can gather).
Walt Freitag wrote: That this behavior affects his pizza-ordering as well as gaming suggests that the ultimate cause does not stem from gaming (such as bad experiences in past games), unlike the classic "turtle" syndrome.
Hm, I guess. My pizza example was fictional of course (we've never ordered a pizza to share that I can remember), meant to illustrate a particular dynamic at the gaming table.
What he has told me of other games he's played in suggests that he's used to an adversarial game approach by players and GMs - not very satisfying or functional even, or especially, in Gamist play, but that's perhaps merely my opinion. Players like that have a hard time understanding that there is, or even can be non-adversarial approach and that as a player you can benefit from it. However, another adversarial-trained player is gradually shifting out of it and beginning to open up and trust us, while our turtle has a much harder time.
Another example in this context:
Every time he and I have tried negotiating for rules-related things that aren't in the rules but would help tailor his character (usually at my initiative), he starts by showing interest, listening for any potentially beneficial new house rules, but refuses to give any input or even consider changing his pre-planned numerical character development and ends up being dissatisfied and saying he doesn't want any new rules for now, he'll give it a think, maybe later. Of course he never comes back to me.
I'm not entirely sure what it is that makes him dissatisfied - I believe that he expects any character abilities or magic item abilities he could get by negotiating with me would be tacked on to the character like extra magic items. That's not the case. I have an eye to game balance to keep our Gamist slant satisfied, and an eye to what would fit the character concept. Either I'm particularly bad at trying to coax his character concept out of him, or he's refusing to settle on one. The latter feels more likely to me in the overall context and with the vague excuses he keeps making.
Only about a week ago we were talking to him at a social evening and he finally said that he'd like his PC to eventually become some great leader's bodyguard (in effect the path I 'prescribed' for him, remember). He seemed quietly enthusiastic about it at the time, but when I suggested some extra abilities for his character that would give him numerical benefits when protecting someone, he merely wrote back that he was out of ideas and he didn't want a set of extra benefits right now, maybe later.
What I felt there was a barrier being erected and feet padding quietly away behind it. Why or where to, I have no idea. He's free to not get any extra benefits obviously, if that what he prefers - but he has (in a very roundabout way) expressed dissatisfaction and envy at the fact that some other players get them.
Walt Freitag wrote: ...after a certain point, adding more options to choose from ...also make the chooser less satisfied with the choice once it's been made...
I remember reading about that a few years ago, yup, and thinking how precisely it fit my early experience with the Internet, when I started using it in earnest maybe five or six years ago. After thirty-and-something years in blissful non-access to the mountains of information out there, I was completely shellshocked and disoriented at first. I quickly learnt techniques to deal with that - but after more than 20 years of play, the turtle doesn't seem to have adapted to the wealth of options available in an RPG.
Walt Freitag wrote: I mention this to suggest that if your turtle is affected by this more than most people, it might be worthwhile to consider how he reacts when decisions between limited alternatives. This is to say, choosing A, B, or C rather than "what do you want to do now."
Hm, good point. Giving him specific leads helps... a little. In a recent scenario the group was planning to retake a fort in the forest that had been overrun by a company of orcs. There were basically two possible approaches the group figured out from the information they got in game: either approach along the path or through the undergrowth to the main gate and try to bash through there, or find an escape tunnel certain allied NPCs had told them about and inflitrate through there.
Unfortunately, because of time constraints we had decided that the planning was going to be done online between sessions, so dynamics were different from the usual. What happened was that one player posted a plan using the tunnel, the turtle agreed with it and that was pretty much it. He still complains about that bit of planning because according to him, planning online "takes way too long". When we told him we thought it was very efficient because everyone only had to read the boards for a minute, think for another and post their comments quickly, he said he disliked it being so protracted. Apparently he talks on the phone about tactics to at least one player in another group he plays in - several times each week! He's also started talking to one player in our group on the phone between sessions.
I suspect there are a number of things that dissatisfy him about online planning that he isn't talking about, and possibly not even aware of.
One is that his hypnotic, paralysing influence doesn't work online. Not sure why not. His example of talking to players on the phone indicates that it may work through that medium, but I'm not sure because I've never been on the phone with him about game tactics.
Another is that he doesn't get to throw out idea after idea after idea without anyone realising what exactly he's doing - everything he's e-mailed or posted before will still be there for everyone to see and reread.
Walt Freitag wrote: None of this, though, explains the balor incident, which is why I went off on a tangent looking for another theory in my previous post. You've given a lot of information and I'll have to think it over some more to see what other suggestions I can come up with.
Hm, that's his paranoid tendency there. He does that a lot; I've stated the balor example from the other GM's merely because it's so blatant, hence comparatively easy to bring acrowss without going into too much session/situation/setting detail.
It may be partly due to past bad play experience (a balor in a goblin warren, indeed!), but there's also a real life dimension to it. I'm reluctant to state real-life examples here because that feels too much like dragging another person's personality out into the open without their consent.
I haven't pointed the turtle player to this thread btw. I'm usually very reluctant to talk about people behind their backs, and in any normal communication relationship I wouldn't dream of posting a thread like this without giving the other person input if they liked. In this case I felt that I needed to be able to speak freely to get anywhere, and also I felt and still feel that exposing him to all my thinking (and to people's responses to it) when he can't or won't respond openly from his side could only harm the situation further.
Trying to think of other examples of paranoia in the turtle's play (or non-play), there's actually two sides to the same bad coin:
He has a tendency to see balors where there are none. _and_:
He consistently ignores signs of real threats unless and until they come in the form of enemies launching an attack.
In the actual balor example, no one believed for an instant that there was a balor because our play experience with the GM and our take on the in-game environment told us clearly that this was a blatantly ridiculous assumption - but even there, after the turtle had got the balor into his head and kept talking about it, fear was beginning to spread around the table of some horrible danger that would surely become apparent once that goblin got that door open?.... surely?... And the door swung open and there was an empty tunnel beyond it, the goblin ran away and people laughed in actual _relief_.
In both cases his mindset is harmful not so much to just himself but also to others and to the game, because in both cases he can make other players believe in what he "saw". This doesn't happen in sessions when he's away, so I know it's his influence and not our failure as GM to introduce facts and set scenes in a way the group can deal with. When he's away there may be a misunderstanding that I can correct or play off of, whatever the cooler. When he's present, I have to fight claw and tooth every inch of the way, or my game gets warped into his weird, nightmarish and completely implausible vision of things - one that I couldn't even run with if I wanted to, because they are impossible to work with. He says he's tried GMing and hated it, and the groups he GMed for ended up hating him for it. (He doesn't seem to think that's a bad thing btw, it sounds more like he's reminiscing about past victories...)
It feels sometimes as if my players aren't playing in my game, they are - to an extent - playing in the turtle's nightmare of it. I have had a similar experience as a player in the other GM's game. When the two of us started talking away from the game table and he told me about who sundry NPCs really are and what they really do, I was speechless. I had to admit there was clear factual evidence of it all that he had presented a the table, but despite all that I hadn't been able to see them like that. I was seeing what the turtle had convinced himself they were. Worse, even after I knew the GM's approach to the NPCs, I haven't been able to shake free of "the turtle view" of them.
It's as if --
Oh hell. I just realised. It is as if he's dominating the shared imagination space of our games, and that without even realising that that space exists!
That is very destructive. In fact, that is so bad that if I can't find a solution to stop him doing that, and quickly, I think he'll have to go.
Walt Freitag wrote: Thanks for all the data, and stay tuned!
- Walt
Will do! Thanks for staying on it and for continuing to ask questions and to think about it. I wish I had a clearer problem to present here, but it's complex ... unless I'm just under the influence of the turtle and unable to think clearly and see the actual facts.
I've pointed the other two GMs-cum-players to this thread and hope they may provide additional insights. One is the GM who had no balor in his goblin warren, the other plays along the turtle but had the good sense of not inviting him when she recently started running her own more Narr-style game.
On 8/29/2004 at 11:04am, StalkingBlue wrote:
RE: Turtle player - advice?
James, hix, thanks for reading and commenting.
I've already once set a time limit for a planning dicussion - AIR it was fifteen minutes for something fairly minor and straightforward. No progress was made until I gave them a time warning, "You've got five minutes left," after which a plan was settled on almost in the next breath.
It's not a technique I'd want to introduce as standard game protocol though. It might work if my game ran on a Gamist-only, combat-only level, which it doesn't. I want to encourage freedom and creativity, both in dealing with challenges and in developing characters and creating moments of dramatic, heroic story. The fact that we are limited to a three-hours time slot already isn't good for that approach. Slicing the game into time windows allotted to specific activities (even if it's only one activity that causes this to happen) strikes me as too GM-intrusive for the play style I'm aiming for.
On 8/29/2004 at 11:38am, StalkingBlue wrote:
RE: Turtle player - advice?
Ok, let me draw up my list of priorities as I currently see it, with notes on possible solutions wher apparent.
1. Can't allow him to dominate the shared imagination space 'from the outside' with his balors and twisted, unworkable nightmares.
Possible solutions: Nothing specific in sight yet - but I've only just hit on the problem. May involve working both with him to stop doing whatever it is he does, and with the other players to defend our SIS against his balors. In the final analysis, if I can't solve this with him at the table, get him off my table.
2. Want to limit the time he wastes on talking in circles and infecting other players with his do-not-engage approach.
Possible solutions: Setting time limits can work if used occasionally and with good reason, but too much of that would be destructive for other dimensions of the game.
Talking to him more may help. He is aware that he likes talking ideas a lot, and is prone to using up more time with that than is appropriate in my short game sessions. He'd like to have longer time slots for my game but due to our individual schedules that's not realistic at present.
3. Would like to show him ways to get into the shared imagination space by playing in it and starring in it. Like he did in the scenes he played as bodyguard/future bodyguard to the NPC prince.
Possible solutions: Not sure. He'd like to return to times and places where he can be the prince's bodyguard again, I'm sure. Might happen, but it's not likely to dominate the game. I have several more ideas for possible scenarios with the PCs 'hosted' by other NPCs in other times and other places. This might turn out to help him enter the SIS more, OTOH it might also cause him to become disoriented and clamped-down again because it's opening up additional options.
On 8/30/2004 at 3:49pm, S'mon wrote:
RE: Turtle player - advice?
Walt Freitag wrote:He doesn't twist feedback, he ignores it.
If this is the considered result of careful analysis on your part, then I'll accept it. You have a lot more data to go on than I do. But the balor example in particular sounds to me like negative feedback is increasing his resolve for a particular belief or course of action when it should be decreasing it:
Naw, I (the GM in this case) didn't give him negative feedback - I don't think I even _noticed_ this whole Balor thing during the fight, I was busy running a big battle with D&D 3e's complex rules and had a huge number of things to take care of, AFAICR the goblin had failed a morale check and was trying to escape; this was Simulation not Narrativism I guess - I hadn't thought to myself "wouldn't it be cool if one of the goblins clawed at that door, and the players would wonder what was behind it" - I was just playing that goblin, along with the goblin king & 50 other goblins, the way I saw them behaving.
On 8/30/2004 at 4:02pm, S'mon wrote:
RE: Turtle player - advice?
Walt Freitag wrote: I said I didn't think this was the main issue, though, because so far the evidence doesn't appear to show that he's deliberately charging into the boundaries just because they're there (my original theory); more like he's blundering into the boundaries because his social compass is out of whack. That's why the issue of how he handles social feedback seems, to me, important.
This seems to me to hit the nail on the head - his social compass is out of whack, so his responses don't make sense to us more (dare I say it) 'normal' people. There's a disconnect - he doesn't 'read' the signals from us (or other people) the way we want or expect to be read. He doesn't interact with other people in a (to me) 'normal' fashion. He has many good qualities - reliability & generosity, notably. He's pleasant to talk to; as long as one doesn't attempt to discuss eg what his character is doing _right now_, or what he enjoys in the game, or how we could all make the game better for everyone. These kind of topics make him uncomfortable. But the biggest problem, as SB has said several times, is his ability to infect all the other players (SB & me included, when we're players) with a kind of paranoid lassitude where all courses of action seem undesirable, so we talk interminably & do nothing - and when we eventually do act, it's on the basis of his paranoid fantasies rather than the world the GM has presented. Since our D&D games are strongly Gamist, this causes dead PCs - no matter how much the GM cringes as s/he deals the lethal blows. In fact this has made us both heavily reevaluate how much danger we have in our gameworlds - I used to think "PCs - there's nothing they can't handle!" - and that used to be true, but with him it's more like "If you think for a second they can't handle it, um... they can't."
On 8/30/2004 at 5:05pm, S'mon wrote:
RE: Turtle player - advice?
BTW Ron while your "trust Walt" advice initially seemed rather condescending to StalkingBlue when I read it earlier, I now see what you mean - Walt's a smart (and perceptive) guy! >:)
SB & me, his 2 GMs, have discussed the Turtle player interminably and tried various approaches, without success and I feel without understanding either. This thread is definitely helping me see things in a new light. Even where SB has had trouble communicating what's actually happening, the ensuing misunderstandings & lengthy corrections have been very instructive.
We and other players have discussed playing some heavy-Narrativist games without him, but I guess what we want is to be able to play our mostly-Gamist games along with him, and have everyone benefit from and enjoy the experience. Too often it seems we get occasional flashes of enjoyment isolated in seas of frustration, and we know that balance needs to change. Life's too short.
On 8/30/2004 at 5:13pm, Ron Edwards wrote:
RE: Turtle player - advice?
Hiya,
I'm glad the moderator-comment had a positive effect. I hope as well that everyone can see that we are dealing with a certain amount of emotional pain in this particular group, which in all cases tends to make people a little defensive.
With that in mind, I hope that my following point might be accepted as more of a consensual surgical strike rather than a hostile rapier thrust.
S'mon, you wrote,
I guess what we want is to be able to play our mostly-Gamist games along with him, and have everyone benefit from and enjoy the experience. Too often it seems we get occasional flashes of enjoyment isolated in seas of frustration, and we know that balance needs to change.
My call? These two sentences may be incompatible. You want to have fun playing with this guy, but his behaviors during play are flatly decreasing the fun. You've both tried really really hard to overcome this, without success.
It seems to me that you cannot make him behave differently (nor should you). Since you cannot convince him to behave differently (the gentler version), and since playing "his way" has this weird contagious not-fun effect ...
... then perhaps he shouldn't be in your group at all.
My discussion of friends and Social Context, which I briefly summarize in a recent thread, is pretty relevant here.
Best,
Ron
On 8/30/2004 at 5:53pm, S'mon wrote:
RE: Turtle player - advice?
Ron Edwards wrote: ... then perhaps he shouldn't be in your group at all.
Yeah (oh BTW on this topic, I'm a big fan of 5 Geek Social Fallacies - http://www.plausiblydeniable.com/opinion/gsf.html ).
You're right about the pain, I think. About 8 months ago SB and me decided to drop a player from our group(s), a slightly creepy person who we didn't like being around. When we told the group, the Turtle player was clearly devastated - not because he liked the creepy guy (one other player, more generous of nature than us, actually did like creepy guy and was notably upset by our excluding him), but because Turtle guy clearly believed that he would be next in line for the chop. At the time we had abolutely no desire to even consider such a thing, but his behaviour since has almost seemed deliberately intended to provoke that kind of response from us - he won't talk to us at all to help us have a game we'll all 3 enjoy, so naturally we talk between ourselves, and the tendency then is to see him as a 'problem' in search of a 'solution'. Not playing with him would be a very simple and effective solution, yet while he's a defective player, he _can_ be an asset, we _have_ very much enjoyed gaming with him at times. It seems like there _ought_ to be a way to make that the rule rather than the exception. If only he'd talk with us.
On 8/30/2004 at 6:05pm, Jaik wrote:
RE: Turtle player - advice?
How about a direct dose of honesty?
"Uh oh, it looks like that goblin's going off to set something on us! Probably a balor, knowing this place..."
"Umm, no, he's running away from the massive carnage you guys are creating in here."
"We should scry this guy 24/7 for 2 weeks to figure out what elaborate defenses he has in place."
"Umm, he isn't really all that worried about being attacked right now. He has a guard or two but that's about it."
No, it's not a perfect solution, it's actually quite far from it. I think it does some harm to a Gamist game in that you are reducing the option space and making choices easier by giving "free" information. It reduces the challenge. It reduces options.
But.
You should be able to knock down these huge obstacles he's erecting until his "terrible thoughts" are more manageable and you can be all encouraging and say "Well, yeah, that could be happening, but that's not too big to deal with, is it?" It should at least leapfrog the interminable waiting and dithering. Once the game's ACTUAL parameters are revealed, he might start to come around and realize "Gosh, maybe the DM is serious in wanting to help me have fun." Long shot? Yeah, probably, but you gotta try.
On 8/30/2004 at 6:21pm, S'mon wrote:
RE: Turtle player - advice?
Hi Jaik - this is a fair point, but if I _notice_ he's being paranoid I'll often tell him so - he doesn't like it & it doesn't seem to make much difference once he's fixated on an idea*. In the scrying case, the way 3.5e rules work the attempt would probably have failed & only served to alert the scryee. The only thing I haven't tried is incorporating his ideas, ie 'making them right' in the game - but the gameworld he envisages seems so nightmarishly twisted and, more important, _nonsensical_ to me, that I don't want to go there.
*Also,often the only way to get through to him would be to give him all the info for free - in my intrigue-heavy game that basically eliminates the Gamist challenge, which is what he's there for in the first place.
On 8/30/2004 at 6:25pm, andy wrote:
Turtles and roadkill
For me, this thread has been fascinating for the simple reason that (at least in my experience), "turtles" are usually not funsuckers who can destroy an evening's game. When I GM, I do my best to treat turtles as realistically as possible, which means that (at best) inaction is rewarded with inaction and (at worst) inaction results in failure and/or defeat.
Being a GM is work enough, albeit a labor of love. For my money, it is not the GM's job to engage the players, it is the GM's job to give the players a backdrop for them to engage themselves. If the players decide to switch from my prepared scenario, so be it-- it's time to wing it (which can be very liberating as a GM and which usually provides the best role playing interactions IMHO). At least they've taken the initiative and used their brains. I'd rather the players be hungry than spoon-fed, and I think that the best players would agree.
The part of this saga that I find most curious is the "contagious" nature of the turtlism at issue. Assuming that the other players are not turtles themselves, hopefully the rewards of activity and the penalties of inactivity will cure them of their turtlism and they can go back to being proactive. In real life, good things rarely come to the passive-- the dice helps those who help themselves (NOTE-no sacrilege intended).
Sorry that this has turned into a bit of a rant. In the end, I agree with Ron--if he's killing your game, either accept its death or ask him to leave. You can still be friends (if you ever really were).
Good gaming!
Andy
On 8/30/2004 at 6:33pm, S'mon wrote:
Re: Turtles and roadkill
andy wrote: The part of this saga that I find most curious is the "contagious" nature of the turtlism at issue. Assuming that the other players are not turtles themselves, hopefully the rewards of activity and the penalties of inactivity will cure them of their turtlism and they can go back to being proactive...
(Palpatine voice) You underestimate the power of the Dark Side... (/Palpatine voice) >;)
Seriously, I & SB at the very least know full well that inacitivity is pointless and counter-productive, and that listening to Turtle guy is not a good idea. Yet as players we still have to fight to remember that, every time. Turtle guy gets understandably frustrated if he feels he's having no influence on the game. It's just unfortunate that the kind of influence he seeks is so often harmful to everyone else's enjoyment.
On 8/30/2004 at 6:37pm, StalkingBlue wrote:
RE: Turtle player - advice?
Jaik wrote: How about a direct dose of honesty?
That, and the fact that it's indeed far from an ideal solution for my game style, is indeed among the options (and related drawbacks) I'm currently considering, as I posted earlier.
On 8/30/2004 at 6:41pm, andy wrote:
still roadkill
S'mon--
The Dark Side is quicker, easier, but not stronger....
To be blunt, you should not care if your Turtle gets frustrated if he is not swaying you to his Dark Side. If you follow your own lead and he doesn't like it, he can either change or leave.
You are not the custodian of his enjoyment.
Andy
On 8/30/2004 at 6:44pm, StalkingBlue wrote:
RE: Re: Turtles and roadkill
andy wrote: When I GM, I do my best to treat turtles as realistically as possible, which means that (at best) inaction is rewarded with inaction and (at worst) inaction results in failure and/or defeat.
That has been my approach with him, yup. Unfortunately in this case, it didn't work. It's making all of us unhappy, including to an extent our turtle.
andy wrote: The part of this saga that I find most curious is the "contagious" nature of the turtlism at issue. Assuming that the other players are not turtles themselves, hopefully the rewards of activity and the penalties of inactivity will cure them of their turtlism and they can go back to being proactive. In real life, good things rarely come to the passive-- the dice helps those who help themselves (NOTE-no sacrilege intended).
None of the other players are turtles. The instant the turtle player is absent from a session, everyone proactive* and enters the shared imagination space instead of hanging around outside and peeking half-longingly in.
*to differing degrees of course, but that's individual player mentality and partly also dependent on the type of scene going on.
On 8/30/2004 at 6:50pm, StalkingBlue wrote:
Re: still roadkill
I'm not claiming that I'm the custodian of anyone's enjoyment.
(Nor is S'mon as far as I can see.)
I have stated clearly that if I remain unable to solve certain problems with this player, I might drop him from my game. I definitely am considering that option, as I've posted more than once in this thread.
However, the reason I started this thread and am still posting to it and reading is that I'm looking for solutions to a number of problems I've identified above. Here's my post with the problems-and-sketchy-ideas-for-solutions checklist again.
I'd appreciate specific input on those items if you can give it, or questions if anything needs clarifying.
1. Can't allow him to dominate the shared imagination space 'from the outside' with his balors and twisted, unworkable nightmares.
Possible solutions: Nothing specific in sight yet - but I've only just hit on the problem. May involve working both with him to stop doing whatever it is he does, and with the other players to defend our SIS against his balors. In the final analysis, if I can't solve this with him at the table, get him off my table.
2. Want to limit the time he wastes on talking in circles and infecting other players with his do-not-engage approach.
Possible solutions: Setting time limits can work if used occasionally and with good reason, but too much of that would be destructive for other dimensions of the game.
Talking to him more may help. He is aware that he likes talking ideas a lot, and is prone to using up more time with that than is appropriate in my short game sessions. He'd like to have longer time slots for my game but due to our individual schedules that's not realistic at present.
3. Would like to show him ways to get into the shared imagination space by playing in it and starring in it. Like he did in the scenes he played as bodyguard/future bodyguard to the NPC prince.
Possible solutions: Not sure. He'd like to return to times and places where he can be the prince's bodyguard again, I'm sure. Might happen, but it's not likely to dominate the game. I have several more ideas for possible scenarios with the PCs 'hosted' by other NPCs in other times and other places. This might turn out to help him enter the SIS more, OTOH it might also cause him to become disoriented and clamped-down again because it's opening up additional options.
On 8/30/2004 at 7:08pm, StalkingBlue wrote:
RE: Turtle player - advice?
One important thing to note here is that we're now two of the turtle's GMs posting to this thread. Just to clarify, while S'mon and I agree on a number of things, that doesn't mean that everything S'mon says necessarily reflects my thoughts or vice versa.
For instance, generally speaking I don't think that our turtle's social compass is out of whack. I also definitely don't feel that the turtle is provoking me into booting him from my game. To my mind the problem is both more serious and more complex than that. I have analysed my take on the turtle in great detail in earlier posts, and I hold to that.
On 8/30/2004 at 7:16pm, andy wrote:
Turtles I have known
StalkingBlue--
I was going to regale you with war stories of turtles that my group has had over the years, including those who left and those who stayed. As I alluded to in my first post, turtles are not usually my problem players-- I have far more "issues" with power gamers/rules lawyers. However, I realized that there was one common theme that flows through each successful resolution of player problems....direct confrontation of the issue.
And I do mean direct. Much of this thread has been very good advice as to how to get inside your turtle's head and modify his behavior by adjusting your reward system to meet his perceived needs. For players on the edge, this is the preferred course of dealing.
Not so for the extreme cases. Direct confrontation of the problems and the issues with him in a one-on-one, out-of-game conversation may be the only way to deal with him short of summary ejection. It is obvious from your choice of powerful words ("twisted, unworkable") that you are extremely frustrated by his conduct-- this is what Walt picked up on early in this thread. Sit him down and tell him directly without loaded language, but also without mincing words. Explain that the game cannot go on as it is, and that unless some middle ground is reached, you will have to eject him(which you don't want to do).
Make your social contract explicit, not implicit.
If he won't participate, then to hell with him-- you gave it your best shot.
I'll shut up now.
Andy
On 8/30/2004 at 7:36pm, StalkingBlue wrote:
Re: Turtles I have known
andy wrote: Not so for the extreme cases. Direct confrontation of the problems and the issues with him in a one-on-one, out-of-game conversation may be the only way to deal with him short of summary ejection. It is obvious from your choice of powerful words ("twisted, unworkable") that you are extremely frustrated by his conduct-- this is what Walt picked up on early in this thread. Sit him down and tell him directly without loaded language, but also without mincing words.
I've done this...
andy wrote: Explain that the game cannot go on as it is, and that unless some middle ground is reached, you will have to eject him(which you don't want to do).
... but not this.
When I told him recently that I feel he's trying to keep my game small and predictable when I'm trying to open it up and encourage players to reach for bigger goals, he was terrified. He was sitting there with his ears between his shoulders and at the end apologised profusely and assured me definitely, definitely hadn't meant to. To hear him, it was as if he'd just realised he'd run over my child with his car. (Both child and car are fictional, created for illustration purposes only.) I've never seen him like this: he's usually very balanced and calm in his outer demeanour, although I've seen the blood fall from his lips when a PC of his suddenly was in danger of dying.
My impression of him is that most of the turtle's behaviour is controlled by fear. Fear of what, I haven't been able to figure out yet. I can emphasise with that to some extent, and I've had some instances of getting through to him and having him open up a bit, which gives me cause to hope. I'm not looking for a fairy tale solution here, I don't think that's realistic. But I do hope that I can find a workaround together with him.
If I'm right about the fear, treading gently will be essential - all while being open of course. I can say to him that although I like playing with him, in some respects he frustrates me and harms my game. I don't think I can fairly tell him at this stage that I'm considering expulsion from my game - all the less because he knows that S'mon also has problems with him and the third GM in our group never invited him to her game in the first place. All that would do I suspect is freeze him up completely.
I'm not arguing against honesty here, mind you - but I do think that if I still have hope I should avoid anything that even a slightly paranoid mind might interpret as a veiled or not-so-veiled threat. Does that make sense? :)
On 8/30/2004 at 7:37pm, StalkingBlue wrote:
RE: Re: Turtles I have known
andy wrote: I was going to regale you with war stories of turtles that my group has had over the years, including those who left and those who stayed.
I'd welcome any turtle stories that involve confrontation/discussion with the player and their outcome, of course.
On 8/30/2004 at 7:48pm, andy wrote:
turtles
StalkingBlue--
While I applaud your sensitivity, I think that it will ultimately provide an insurmountable roadblock. Perhaps the best way to deal with your turtle is to explain what he needs to do and to avoid doing in order to stay in the game. His quivering response is in itself a defensive behavior that has influenced your actions. I think that you owe him, your players and yourself the unvarnished (but politely-phrased) truth.
What do you like about gaming with him? What are his positives? Why is having him at a game better than having an empty chair?
Back to my day job.
Andy
On 8/30/2004 at 7:53pm, ffilz wrote:
RE: Turtle player - advice?
Hmm, I haven't read every post in the thread, but I have a question: is it possible this player has a psychological problem? From your description, it almost sounds like he is paralyzed by fear. If he has a serious problem, you may need to decide if it's really your duty to deal with it. It's all fine and dandy to be inclusive, but when inclusiveness starts to destroy your enjoyment of a hobby, it's time turn around.
Hopefully this is a misread of the situaion.
Frank
On 8/30/2004 at 7:57pm, StalkingBlue wrote:
Re: turtles
andy wrote: Perhaps the best way to deal with your turtle is to explain what he needs to do and to avoid doing in order to stay in the game.
That's why I started this thread, yup: to find answers to the question of what exactly it is he does/refuses to do that harms my game, and what solution to offer him.
andy wrote: His quivering response is in itself a defensive behavior that has influenced your actions. I think that you owe him, your players and yourself the unvarnished (but politely-phrased) truth.
Hm, good point. If I can find out what exactly he needs to do and not do to stop harming my game (and preferably, to enjoy it at least as much as he does now), I'll tell him. I think I'll try my way once. If he's unresponsive, I'll have to be clearer obviously - only I don't think that is likely to bring desired results.
andy wrote: What do you like about gaming with him? What are his positives? Why is having him at a game better than having an empty chair?
I have talked about that at length in earlier posts. :)
On 8/30/2004 at 8:17pm, andy wrote:
break it down to the simplest element
StalkingBlue--
Actually, your thread asks what you can do to engage your turtle and improve your game. Ask yourself (and the Forge) not what you can do for him, ask instead what he needs to do for you.
Similarly, while you have identified the things that he has done that you have liked, I'm not sure you've identified exactly what he contributes to your game on a game-in/game-out basis. Other than sporadic fits of role-playing, what does he bring to the table?
He's a professional salesman--as such he is very adept at provoking the response that he wants. Something tells me that, with concrete expectations from you (akin to sales goals or quotas), he could rise to the occaision and give you what you need from him.
OK. Now I really will try to shut up.
Andy
On 8/30/2004 at 9:55pm, DannyK wrote:
RE: Turtle player - advice?
Jeez, I feel like I'm trying to psychoanalyze this guy on the basis of a few posts... but he sounds really anxious. I wonder if a lot of his behavior -- the anxious chatter, the refusal to engage, the intense reaction to criticism -- is related to a form of social anxiety. He may not be as frightened for his character as he is afraid of looking foolish or inept in front of other players. This is, of course, a vicious circle, because the more anxious and obstructive he gets, the more negative feedback he gets, which drives his anxiety up another notch.
The easiest way to figure out if this is the problem is to try a one-on-one session with him (if you're willing to invest that amount of time and energy into the problem). If it's social anxiety, he should loosen up considerably when it's just the two of you.
On 8/30/2004 at 11:41pm, Ron Edwards wrote:
RE: Turtle player - advice?
Hello,
Interestingly, I'm getting the idea that this fellow is infecting this thread, not only his group.
S'mon and Stalkingblue - this is the fourth page of discussion. It may be time to stop chewing on it verbally here, and to process what people have contributed. I suggest that your previous objections to any suggestions should be set aside. Just put all the suggestions together and let'em bake for a while.
Best,
Ron
On 8/31/2004 at 6:26am, S'mon wrote:
RE: Turtle player - advice?
StalkingBlue wrote: One important thing to note here is that we're now two of the turtle's GMs posting to this thread. Just to clarify, while S'mon and I agree on a number of things, that doesn't mean that everything S'mon says necessarily reflects my thoughts or vice versa.
For instance, generally speaking I don't think that our turtle's social compass is out of whack. I also definitely don't feel that the turtle is provoking me into booting him from my game.
Yup, SB and me often disagree strongly! :)
Social compass - I do think he takes away different stuff from what we & others say than was intended or than what most people would take, which I think is what Walt meant. Nor does he see how his bad behaviour is harmful at-table. He's not a bad person, he's not deliberately trying to cause trouble.
I don't think he is intentionally provoking us to boot him, but ever since we booted the creepy player I think he has been dwelling on the idea that he'll be next, in his paranoid fashion, which makes him more defensive and inclined to see everything we say OOC as a threat, which makes us more frustrated, which makes him _more_ paranoid, which...
On 8/31/2004 at 6:56am, S'mon wrote:
RE: Turtle player - advice?
Ron Edwards wrote: Hello,
Interestingly, I'm getting the idea that this fellow is infecting this thread, not only his group.
S'mon and Stalkingblue - this is the fourth page of discussion. It may be time to stop chewing on it verbally here, and to process what people have contributed. I suggest that your previous objections to any suggestions should be set aside. Just put all the suggestions together and let'em bake for a while.
Best,
Ron
Hi Ron - I agree re the infection thing (*brr*) I'm not sure what you mean by putting suggestions together and baking them? Do you mean putting together a list of problems and possible solutions, as Stalkingblue has done earlier? I agree it's good to focus on solutions (I particularly like the idea of sitting him down & setting him 'sales targets' to achieve in his play btw!), and not good to keep on rehashing our frustrations. I think SB has worked pretty hard to keep this thread solution-focussed though.
On 8/31/2004 at 7:10am, S'mon wrote:
RE: Turtle player - advice?
DannyK wrote:
The easiest way to figure out if this is the problem is to try a one-on-one session with him (if you're willing to invest that amount of time and energy into the problem). If it's social anxiety, he should loosen up considerably when it's just the two of you.
My experience has been that he actually clams up worse when talked to 1-1, his most common response to me is "This isn't an appropriate time to discuss it". So I don't think it's socially-related anxiety per se, to me he seems like a very socially dominant personality (SB disagrees) in the way that he can influence groups of people to follow his own agenda and see the world through his (paranoid) eyes. I do think he has a psychological problem, an overwhelming fear-response that severely impairs his functioning outside of the tightly drawn borders he seeks (as SB said earlier). We all have our quirks and eccentricities but most people are able to keep theirs within socially acceptable parameters, it feels like his fear-reaction overwhelms his responses to stimuli.
I do think Andy's suggestions are very interesting. Tell him what to do, what targets he needs to meet, and how to do it - essentially keep the borders tight, but redraw them. I'm not certain this would give us a good play experience, but if he enjoyed operating within redrawn borders it might work. I think it would take more than a talk about what we want, and his fear reponse makes us reluctant to threaten him. I'm thinking that solid mechanical in-game rules - "do X, get a cookie" - that set the lines for him to follow and the rewards he'll get for achievement, might help a lot. I certainly agree that system does matter. Any thoughts/suggestions?
On 8/31/2004 at 7:23am, StalkingBlue wrote:
RE: Turtle player - advice?
Ok, let me barge in here and ask for a halt.
I'd like a pause in discussions as Ron has suggested, if for reasons of my own.
Walt, if you're still reading I'd still very much like to hear your response to my last analysis, the one in my posts that directly followed your last post including my preliminary checklist.
Please disregard the discussion that erupted after that, I think other people barging in here with sundry theories has muddied the waters again.
If you prefer, pm me about it.
On 8/31/2004 at 7:59am, S'mon wrote:
RE: Turtle player - advice?
StalkingBlue wrote: Please disregard the discussion that erupted after that, I think other people barging in here with sundry theories has muddied the waters again.
If you prefer, pm me about it.
OK, sorry for barging. :)
On 8/31/2004 at 2:56pm, Ron Edwards wrote:
RE: Turtle player - advice?
It's closed now, folks. No more posts, please.
However, this topic is not dead and I look forward to a new thread after a little time elapses.
Best,
Ron