How often do you engage in long, in-depth intraparty dialogue (above and beyond conventional, moderate-length banter)?Recently, I had a sharp disagreement with my GM. They wanted me to do more intraparty dialogue and roleplaying: long and in-depth, above and beyond conventional, moderate-length banter. (Fabula Ultima is a game that has a "rest scene" mechanic for characters sitting around a campfire and opening up to one another, but the GM wanted such intraparty dialogue to happen frequently, even in non-rest scenes.) This was no issue during our two-month-long game setup period of multiple prologues, multiple session zeros, and multiple collaborative worldbuilding sessions, but it was suddenly a problem now.I found it confusing, since, going by the logs, my PC actually had the most in-character dialogue so far. But I agreed to talk to the other PCs more.The GM mentioned that they were looking for a party dynamic similar to the Netflix series Arcane, which, allegedly, involved characters frequently and emotionally opening up to one another. The GM was seemingly trying to cultivate some long fantasy epic (if the two-month-long game setup period was not any indication), and was fine with little concrete adventure progress being made if it meant letting PCs sentimentally speak to each other about backstories, struggles, thoughts on the current adventure, etc.Over a week later, the GM decided that I was not good enough at intraparty dialogue, and booted me out of the game. I got to stay in the server, at least.I am conflicted. On one hand, I have no issue with in-character dialogue, whether as a player or as a GM. Some ~95% of my twice-or-thrice-a-week 13th Age 2e game (which I just finished GMing a session of) is dialogue, with combat happening only once every several sessions. As a player, I like speaking with NPCs in various contexts. On the other hand, talking to fellow PCs in a heart-to-heart manner is not really something I do.What about you?
>>97694461Sounds like some fag shit ngl>arcanethis slop lasts a mere 12 hours, you won't run out of material in such a short timetwo good sessions can last the same amount of timeyou WILL run out of things to say
>I got to stay in the server, at least.Update: Just moments after I posted this, I was booted out of the server as well.
>>97694461Don’t worry about it that much, Edna. The fact your GM is comparing a ttrpg to a Netflix animation should tell you he’s an idiot. My players do that kind of role playing easily during banter and downtime, but that’s only cause they enjoy it. If I tried to force them, they’d likely resent it. Some people just naturally slide into character, some don’t and want to focus on the game, and whatever dynamic is most natural from the players is what matters most. Not everyone needs to be an unpaid actor at the table.
>>97694489I do not have any issues at all acting and speaking in-character, with the notable exception of sitting down with the other PCs and talking about feelings for extended periods. (A brief exchange, I can do. Multiple scenes of just that, probably not.) That, specifically, just does not interest me all that much.
>>97694461It has happened at times, for reasons that came up naturally during play. I've also been party to GMs who tried to force it. That never works. Extended conversations can't be compelled and can only happen naturally.
>>97694461While you are a literal autist, the social expectations of the GM are kinda absurd. To me it sounds like he wanted to turn this shit into his own personal critical role without actually having to pitch in on the acting.The issue is that those sorts of shows with lots of 'intra-party' dialogue generally have writing staff pre-planning these dialogues, alongside main characters written to have enough to say to justify hours of intraparty communications outside of adventure-relevant shit. Expecting that degree of fleshed-out personality from a bunch of people improvising dialogue with relatively simple characters is a fool's delusion.
>>97694461Dialog has very little to do with playing the game, so I avoid it as much as possible.I had miserable experiences with it for a year when I was "playing" D&D 5e, and I don't feel like going through that again.
>>97694550Generally, as a player, I am at my most engaged and willing to put forward in-depth dialogue when it feels like there is something big at stake. Maybe we are in a hostage negotiation. Or we are interrogating a suspect. Or we are in disguise and trying to trick someone into spilling sensitive information. Or we are in a ball and tracking down an assassin, all without raising a fuss. Or we we are trying to convince a monarch to send troops (or conversely, not send troops). Or we are mediating a peace treaty. Or we have gained an audience with the single strongest god in all this cosmos (which is what my last 13th Age 2e session was about, in fact).You know. Scenes like that.Conversely, if the PCs are just sitting around and talking about their backstories, struggles, and feelings, it just... does not really feel like anything is at stake.
>>97694461I usually try to prompt the other PCs in character to open up dialogue, but I don't think my current group is into RP as much as they are into mechanics.
Your GM sounds like a fag. Although campfire scenes are comfy there are different vibes for different parties.
>>97694461>interparty dialogueAs much as the group likes to press on.>forced playactingFucking no, you're free to go full thespian for what concerns your character but you can't force others to match your energy, if another playet is more comfortable speaking in third person and through paraphrases let it be, i'm going to kick your ass out of the table if you even dare to even bitch about.>dialogues with npcUnless the full group is present (and actively participating) in the scene you get 5min top, after which i cut things short abruptly asking you what do you want to achieve, call for a couple of rolls and paraphrase the rest of the exchange.
>>97694461My group does it a lot, but organically. I can't see it working if it's something the GM demands and players try to intentionally make happen, though. The amount of in-character dialogue a specific naturally gravitates towards when playing specific characters in a specific game is the exact right amount.>>97694690Do you ever stop to wonder if posting that makes sense in the context of a given thread, anon, or do you just compulsively make that same post on every thread on /tg/?
>>97694461Sounds like the GM should be running a Dramasystem game, and not Fabula Ultima.>>97694476It lasted five years. Granted, most of that wouldn't have involved being emotional.>>97696088>>97694690Be kind, he has that degenerative memory disease where you can't remember shit more than an hour past. He's constantly rediscovering the concept of a tabletop game, you gotta appreciate how mind-blowing that must be.
>>97695259I think of those times as just times for players to act out the parts of their character they can’t pull out naturally during gameplay. Like some guy monologuing about his dead parents and how they drive his quest forward, rather than say him screaming “MY PARENTS ARE DEAD!” as his battle cry while attacking a bunch of skeletons.But again, that’s mainly for the people who enjoy that kind of thing. A DM would have to be a weirdo to demand that of people who don’t really care nor need the extra time to have those sorts of dialogues or monologues.
>>97694461>how oftenAlmost never. Even in games that are rp heavy the idea has been to keep the dialogue game event relevant and moving rather than getting bogged down in slice of life nothings. >opening up to one another about what? This has a focus that has always been weird to me, but there's a notable amount of push for people to use games as therapy or some sort of imitation therapy that has never made any sense to me. Playing ttrpgs and games of imagination has always been, for me and my groups, ways to get away from mundane day to day nothing conversations or the big reveal to why your coworker is being a fucknut is because something dumb about their partner or their parents. The profundity of trauma wears off once you've been around enough idiots to realize its not special or unique or a good excuse for being an idiot.
>>97696088There's at least one anon on this board who hates talking about games, and at one point he/they just decided to spam it wherever, so mods either filter the question or start considering it spam.In threads where it either isn't apparent a game is being talked about, or where a game flat out isn't being talked about, the question is valid, but here OP is clearly talking about his personal experience with games, even if time is taken away from said games for talking.
>>97694461If you give it room to breathe and people aren't socially awkward, it'll come naturally. If you don't, or people arent, then forcing it like yout GM supposedly did is not going to work. I'm inclined to believe there was some other kind of drama going on and this was just an excuse. Or, if you really did have the most in-character dialogue (with the other players, not just NPCs), maybe you two just didn't fit each other. Happens, but sucks. Sorry if that's the case.In our case, we had a bunch but the GM kind of started playing favourites and the party dynamic broke once the party wasn't allowed to adventure together anymore in-world, and RP became between NPC-PC only with two sessions essentially being run side by side at the same time for an extended period of time. Don't know what they were thinking, honestly.
>>97694461I deliberately keep my mouth shout because if you allow me to talk for more than five minutes, I'm going to derail the entire campaign whether I intend to or not.
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