MD: <sigh> There’s still an event to actually attend. You’ve got a dance to get ready for.
RT: Oh, excellent! Dash, that favor I asked about earlier-
RD: DM. Save. Me.
MD: Yeah, we can just…montage our way through setup and get to the actual good stuff. Your decorations are pristine, and while not exactly thematic, are doing their job well. You even managed to find a decent student band. The-
Twilight Sparkle: I’m going to stay on the lookout for Sunset Shimmer.
RD: Us too!
MD: Fine. Roll.
Everyone: <roll>
MD: Nothing. You haven’t seen Sunset or her minions anywhere. The ceremony begins, and Principal Celestia takes the stage, ready to read off the winner. “Students, the Fall Formal represents-“
Twilight’s Phone Buzzes
MD: Am I being punished for monologuing?
Twilight Sparkle: Not intentionally…
Guest Author's Note: "There's a lot of jokes about DM's being akin to supervillains, and there are certainly those who revel in that mindset, either out of joy or spite. But if there's one thing that DM's definitely have in common with supervillains, it's monologuing.
The reasons for it aren't usually bad. Sometimes you want to paint a world with words. Sometimes, you want to lull the players into a false sense of security. Sometimes, you give them clear and blatant foreshadowing, and then stretch out the descriptions to build tension as to when the shoe will finally drop. Sometimes, you just built something you really want to share. In some cases, the DM just might not be confident in their wording, and so overload their descriptions to hopefully find the right words (for reference: myself, as demonstrated by the WALLS of text in this guest arc.)
But players have their own needs, and there will be times when they interrupt. Sometimes they want to listen, and get invested in that sense, but need clarity on something just said. Sometimes, they want to spring right into action, and not wait for something to happen to them. Sometimes, they're forgetful, and want to let you know their plans before they lose it. Sometimes, they just don't think the information is important.
This is one of the reasons that finding the right groups can be crucial. Everyone's tolerance for a monologue is different, and everyone's tolerance for being interrupted is also different.
I know this all sounds super base level, but I have been part of a few groups now who got into fights because of this exact problem. As with everything: Communication is key.
Now let's watch all of that fail to happen."
Notice: Guest comic submissions are still open until this arc is finished! Guidelines here.
my game sessions tend to run short because I have terrible stamina AND also my friends have packed schedules, so I don't have time to monologue even I wanted to ;_; Pacing has to be brisk!
Complaining about GM monologues (within reason) is like complaining if the first page of a novel is descriptions of scenery. It is almost impossible to have any flavor without it.
I get urged to keep talking more often than I get interrupted.
Still, I don't mind when asked to hurry along. I can get rambly sometimes, and building a world is a very different kind of enjoyment from playing in one.
Actually... that gives me an idea. It might be easier for one person to make the setting, but a different person to run it. This way, they have an outside view of what might be important or relevant. I should try this later...
The first time I ran a Shadowrun campaign, all my players were pretty novice with the setting and backstory, so I wrote a three page timeline that gives a high-level explanation on everything the PCs would know about the world. They each for a copy and they were allowed to reference it any time. This really helped with the intro monologue.
Guest Author's Note: "There's a lot of jokes about DM's being akin to supervillains, and there are certainly those who revel in that mindset, either out of joy or spite. But if there's one thing that DM's definitely have in common with supervillains, it's monologuing.
The reasons for it aren't usually bad. Sometimes you want to paint a world with words. Sometimes, you want to lull the players into a false sense of security. Sometimes, you give them clear and blatant foreshadowing, and then stretch out the descriptions to build tension as to when the shoe will finally drop. Sometimes, you just built something you really want to share. In some cases, the DM just might not be confident in their wording, and so overload their descriptions to hopefully find the right words (for reference: myself, as demonstrated by the WALLS of text in this guest arc.)
But players have their own needs, and there will be times when they interrupt. Sometimes they want to listen, and get invested in that sense, but need clarity on something just said. Sometimes, they want to spring right into action, and not wait for something to happen to them. Sometimes, they're forgetful, and want to let you know their plans before they lose it. Sometimes, they just don't think the information is important.
This is one of the reasons that finding the right groups can be crucial. Everyone's tolerance for a monologue is different, and everyone's tolerance for being interrupted is also different.
I know this all sounds super base level, but I have been part of a few groups now who got into fights because of this exact problem. As with everything: Communication is key.
Now let's watch all of that fail to happen."