Background: Every once in a while, I have a lengthy debate
(usually with myself) about the merits and flaws of starting an RPG
campaign. I have even put together the world, setting, primary and
secondary characters, plot, etc., etc. Basically, all I need is the
time and the players, and the game starts. The caveat is that if I
start a game, I'm going to have to include my roommate. Normally, I
wouldn't have a problem with saying no to this, but since she's
also my fiance, there's no way around it.
So, the question at hand (and more abstractly), is how do you
run a game when you will be spending a significant amount of time
with one player (who will not be able to *not* talk about the game)
outside of the normal gaming session compared to the rest of the
players, who you will probably only see during game sessions? How
do you keep the nice balance of satisfying a player's want/need to
talk about the game without actually giving anything away?
-Aeryn
You could say you will only talk about the game during sessions
or on the computer. She still has an outlet to talk about the game
but it isn't quite as easy. Of course, this will only work if she
is willing to go along with it. Otherwise it sounds like it is
mainly a matter of discipline. I know as a DM in the past I ended
up giving up a large part of the plotline earlier than I had
planned simply because I was excited about it. The key is to not
talk about those things if you don't want to give it away. On the
other hand, if a player is really keen, and you don't mind, make it
an in character interaction. When she is going on about how
something is cool/wierd/etc. the last session was, you could just
break in with, 'What does your character think about -fill in the
blank- ?' or, 'From your character's perspective.....' I have used
this in previous campaigns via email as a way for my more obsessed
players to develop their characters and stories further. Of course,
this is only if you are up for doing that.
Say, " I'd like to tell you but if I do I'll have to kill your
characters".
Jonesin' for some indie action (or WW, or...)
2009-07-31 06:51:47
I faced exactly this issue from the other side (me the player,
my SO the GM). We did solo scenes that didn't advance the plot but
added depth to my character and fleshed out his relationships to
NPCs. To be specific---this was a V:tM game---we did scenes with my
character's herd, his sire, his contacts, etc. And we didn't do
them very often.
typo fixed
GM / Player of many game systems.
2009-08-21 02:30:11
To be honest, this is a only a problem if you let it be a
problem. I'm assuming that both you and your fiance are adults,
thus why not simply tell her upfront what your concerns are and
then afterward, only tell things you're comfortable answering. If
she asks about something you don't want to divulge, just tell her
this info isn't available to players yet or that it would ruin the
storyline to reveal it early, or whatever the case actually is. All
I'm suggesting is that you treat her like a responsible adult and
then expect her to respond like one. If this method won't work,
then you have more problems with your fiance than the fact that
she's one of your players...
FYI, I game with my wife and have done so for years, so I'm not
just talking out of my @$$. The few times she asked me questions
outside the game that I didn't want to answer I just told her why I
couldn't answer it. She was disappointed to be sure, but she
respected my decision.