Wednesday, March 03, 2021

Handling Disbelief at the Table

OK. Let’s face it. Roleplaying is an imperfect art form. We’re all improvising. And we all make snap decisions that end up being mistakes. We break continuity. We lose track of a character’s voice or personality. And yet we keep playing. We willingly ignore the imperfections and suspend disbelief because roleplaying lets us become part of the story in ways passive entertainment, like TVs, movies, or books, just can’t.

But, what happens when you’re playing, and something happens that breaks you out of the story. Say the GM describes the world in a way that just doesn’t make sense? Or an NPC acts in a way that doesn’t seem believable? How do you keep yourself engaged with the story, if you’re having trouble suspending disbelief?


NOTE: I’m not talking about offensive or inappropriate behavior here. That’s a totally different issue, which others have covered much more thoroughly than I ever could. Instead, I’m just talking about cases where plot holes, technical inaccuracies, or an unexpected change in tone drops you out of the story. No one is harmed by the incident. It just makes it hard to engage with and enjoy the story.


For the GM, I think this is easier. When a player does something…um…let’s say “unexpected,” you can start by repeating the action back to them:


“So—after breaking down the front door and murdering her husband—you’re going to try and sweet talk the ogre into just forgetting the whole incident?”


Most players will rethink the action. But, if they persist, then you have the narrative control to at least have the rest of the world respond appropriately. 


“Yeah, you only get two syllables out before she howls in rage, picks up the massive, oak table and throws it at your head.”


Unfortunately, for player’s it’s not so easy. I’m actually not sure there are any great solutions—there’s definitely no silver bullet that will work in every situation. But here are some points to consider.


Suck It Up, Buttercup


First option, you can just ignore it. This may be best when it’s a minor, unimportant issue, especially if you trust the GM. Just let them take the story wherever they are going, and trust that they will make the journey as enjoyable as possible for everyone.


However, don’t let this become a habit. You shouldn’t always have to suppress your feelings. Especially if it’s something that’s going to keep bothering you—and potentially prevent you from enjoying other scenes. So, if you feel like you’re constantly shoving your inner critic into a locker—maybe it’s time for a different approach.


Ask Questions


GMs legitimately make mistakes. We forget important details. We make the wrong call. And, it’s easiest to fix those mistakes when they’re called out in a timely manner. So sometimes a quick question or two can help get things back on track. While I can’t speak for all GMs, I appreciate it when the players call out potential mistakes.


Diplomatically, I think this works best when the player’s concerns are worded as questions. 


“Would Ivarel the Elf really be so cheerful? The orc army just devoured their home town?”


This gives the GM space to sit back, think about the issue, and then respond. It’s quick. It lets everyone address the issue, and move on with a minimum amount of fuss.


However, it’s important to realize that the GM may not agree with you. Maybe they know something you don’t. Or maybe they just feel that the description/behavior/whatever is not a significant issue. Regardless, it’s best to be prepared to go along with whatever they decide. Nobody wants to get into a long, drawn-out debate at the table. 


Address the Issue In Character


One of my favorite approach is to address the concern in character. If the player feels something is off—maybe the character does as well. And the player is free to have their character comment on or act on the issue inside the game world.


“Thadimere, you know strategy. I don’t understand Baron Muhuhaha’s end game here? Surely he knows we’d suspect he was behind the brigand attack on Stormhaven. Can’t we just go to the court with the evidence we already have?”


This is great, because it signals to the GM that this issue is important to the player without breaking the flow of the game. Ideally, it gives the GM an opportunity to fill in details or add twists or complications that help alleviate the player’s concerns.


Look, bottom line, as a GM if I say something and no one comments on it, I’m going to assume it’s not particularly important and just move on. On the other hand, if the player engages with something, even if it was just an offhand comment on my part, I’ll put in the additional time and effort needed to flesh it out. So if you want the bad guy to have more complex motivations—then investigate his motivations. I’ll be more than happy to flesh out the details in response.


Of course, it’s not always possible to smooth over an issue. Sometimes, you need to rewind and fix it. And in those cases, just asking a question may be faster and easier. Also, you need to be careful with how you use this technique. There’s a fine line between engaging with questions you have about the story, and being passive aggressive. 


Throw Down, and Take No Prisoners!


“No way, man! Prince Bedroomeyes would never agree to give the Underburow to the Salvaheim Goblins, just to open a trade route for red iron. I mean, come on!”


Yeah…don’t do this. 


Look. GMs are people too. We’re less likely to respond constructively if we feel like we’re under attack. And again, I can’t speak for all GMs, but I try really hard to respect each player’s authority over their character. I also try to give the players considerable narrative control over the story as a whole. I just ask that you respect my role as well. The NPCs are mine to play. You don’t get to effin’ tell me what they would or wouldn’t do!


I’m not saying the criticism isn’t valid. I’m just saying that I literally can’t come up with a situation where this approach is better than the others. Just don’t.


Discuss the Issues


Social interactions can be hard. All of us get it wrong sometimes. So, sometimes it’s best to take a step back and just talk things out. If possible, you should do this outside the game, to minimize the disruption. 


This is particularly important when problems keep occurring, or if they are severe enough that they begin to affect people’s ability to enjoy the game. After all, this is a hobby. It’s supposed to be fun, not work.


But, just because you sit down to hash things out, doesn’t mean you’ll solve the issues. Maybe the GM’s play style is just too different from your own. Maybe you just want different things out of the game. That’s OK. 


Sometimes the best thing to do is just walk away. There’s always a different group or different game.

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