@Arkandel said:
@Jaded said:
- Outline with the players what they think they are doing, and what objectives the feel are needed to achieve that goal.
How though? Most of the time players are invited to the scene, they might not even know what it's about ('Invictus meeting!') and the person inviting them won't know in advance who's coming or not.
Ideally this scene was already organized via a job or with discussion with the major parties. Everyone has a spokesperson and if not then as a staff person it is your responsibility to nudge towards this organization. If necessary get them together early and find out what their goals and aims are. If they have only a general idea then it might be a good idea to recommend they have a pow wow, reschedule the scene, and come back to it later.
- Determine what is necessary and what is not. Is Bob going only because he has that one ability that they need at this one point in time? Let Bob handle that off-screen or do something with him in a scene separate that runs in tandem. Use this information to break a large group down. Are Bill and Maria going because they are to disrupt communications with their jammer? Let them join Bob in a side-scene.
How do you deal with what-ifs? You know, maybe Bob has nothing to bring up that can't be handled offline or one or one, but Jim has a thing that'll make Bob explode. You can't know that in advance unless you, for all intents and purposes, run the scene OOC and just let the results be known IC afterwards. Not saying this is necessarily a bad thing, by the way, just pointing it out.
In the case of PVP you have to have it on screen. There's no off-screening that there, but in that case Bob and Jim can still be held separately from the others - but that point leave it up to the players to decide that then - in case they want an overwatch on Bob. As for the what-ifs, you're the ST - make a call on the fly and handle it the best way you think it should be handled. If you are presented with information that would drastically alter the scene in progress time stop it and figure out the next moves and how it impacts people before resuming.
- Limit it to five people per group.
That seems arbitrary. Who do you leave out if they want to be there without making them feel excluded?
This is why breaking into sub groups is beneficial. It avoids this in most cases. Not all - in that case you leave that up to the players, let them decide the usefulness of their companion's presence.
- If a person is non-responsive when their turn is called for posing or rolls, skip them. They are considered overwhelmed IC and unsure about what to do. If the afk was noted ahead of time, consider them delaying their action - if they are smart they told you what they wanted to do ahead of time. But always keep the flow of the scene moving.
Agreed.
- All complaints with rules calls or other like discussions take place after the scene. Anyone doing so during the scene is removed or welcome to leave. No arguments.
Agreed with the disclaimer that it's not always clear who's 'in charge' of the scene - perhaps it should be - and that it's very complicated to do that sort of thing retroactively. I.e. Bob used mind control on Jim in a contested way, the person running it thinks it's legitimate... and afterwards staff point out the rules clearly state that was a no-no. What do you do, retcon the meeting out? A few hours of everyone's lives there just went to waste.
No retcons. The first thing is, did they bring this up after the scene? If so then something can be done to mediate immediately. If it's later and they finally say something - well they're past the window of complaint and you don't owe them anything. But for a resolution, be creative. Get Bob and Jim together. Tell them the mistake, and then find a compromise. Maybe while Bob was putting the mind voodoo to Jim, Jim was sucked into Bob's head for a little bit and he saw and discovered some interesting things. Things Jim can use to make Bob's life miserable for awhile.
- Lastly focus on fun and story over dice.
Agreed, but that's not everyone's cup of tea. Some people want dice, it's not fair to tell them they can't ever have it if they're to have a large scene (especially if those scenes decide on important things).
Don't exclude dice. But don't let them overwhelm the scene. Sure it might be nice to have your mighty Uratha NPC beat a PC to death because hey its the World of Darkness, but frankly that's not fun. Instead get creative, and snake punch that PC's eye out and have your bad guy yell, "Gotcher eye!" or "Eye scream, you scream!" or something. Maiming, crippling, delimbing, and other things are always great and viable substitutions.
GM with the thought - what does not kill them, should bring you laughter. Cackling joyous laughter.
I'm deranged.