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Expanding an Idea: Stalling in Gameplay

Posted on 31 July 2003

Mark’s article description for Stalling says:



“What do you do when you don’t know what to do next? If you’re a Multiverser referee, you kill all the characters and start over…”



Regardless of how well you think you know your group, stalling is often a necessary evil in RPGs. No GM can keep up with everything all the time. The players are going to pull something out of their hats and it’s going to shock you and throw you off track. You can count on it.



One of the ideas that Mark gives us about stalling is that you can stall in game. You don’t necessarily have to take 10 and stop the game to get a short break. There are in game options that we can use. While these options vary from game to game I’ve got a few tricks you can use to help figure out your options.



First thing to do is take a look at the game system you are running. Does it allow for a Multiverser like tactic of killing off the PCs, or would that totally upset the entire game? In a game like Vampire you can force PCs into torpor (a deep, sometimes years long slumber) if you need to. A curse or other such magic can create a similar effect on non-immortal PCs. This would allow you to take some, or all, PCs out of the mix for a bit while you figure out what you need to do.



Another option is to look at the healing and raising from the dead rules in your game. Do PCs heal up quickly or slowly with the rules you are using? Do they have raise dead spells available? If they do you can kill off a couple of party members and while the PCs are gathering the bodies and taking them to the temple to raise them you have them stalled. If they heal slowly you can wound them until they retreat. If they can heal quickly you can womp them good and shock them into a retreat while they heal up. Anything that will take their actions away from their current plan and onto something else is helpful, and can be done in game without actually stopping play.



After you examine the game system’s rules and ways to exploit them for your stall tactics, you should look at the type of game you are running. Are you PCs banded together as a team, or do the break into different groups with different plot threads going at once?



If the group is a solid unit that doesn’t like to split up much – split them up. When a group like this is split up they will spend most of their energy trying to find each other. If your close knit D&D group always searches for traps on every door in the dungeon – give them a trap. Even a simple trap will cause them to spring into “defeat the trap” mode. Taking their minds off other things and forcing them to focus on the problem at hand. Remember that anytime you throw a wrench into a group’s M.O. you stall them.



Even in a non dungeon environment you can produce simple “traps” that will stall them. An NPCs approaches them and talks in riddles, something strange is overheard in the night club they are in which may or may not be connected to the plot. Stalling in game like this allows you to pull out all your red herring ideas that you’ve had simmering in your GM brain.



Now, if your group is regularly split up and usually doing their own things I find it’s actually easier to stall them. When you are working with one of the smaller, sub-groups and they get to a point where you need to stall tell them that you’re going to put them on hold for a second as you have to get back with the other sub-group(s). Not only does this give you a chance to clear your mind and work out a solution, but it helps you keep a good GM relationship with each group.



Large groups, or groups that split up regularly, usually complain most if they don’t feel they are getting enough of the GM’s attention. If you regularly stall with each group you get to bounce from group to group and make sure everyone has enough to do and that they are all having fun. It also keeps your GM mind sharp as you regularly change from sub-plot to sub-plot. This is also a great way to learn/improve your improv skills.



While that’s good info for the GMs, what about the players side of things? Sometimes it’s a good idea to stall the GM. The GM is the NPCs, monsters and everything else in the world other than your PCs. Sometimes the plot’s pace is too fast, you need more time to recover from some event or you’re not exactly sure what your next steps should be. That’s when it’s time to tell the GM something like “We rest here for the day – we need to heal and rethink our plan.” Or you can head for another safe zone by saying “I think we should go back and talk to that old wizard again. We have some things we need to think through.”



While it may seem like you are messing with the GM’s plot or trying to be a thorn in his side you’re not. Your stall tactic isn’t designed to cause problems, you’re stalling because you need to. Sure, a GM could strong arm or railroad you and the other PCs out of your thinking time, but most GMs will let you relax for a bit as it gives them a chance to think and plot as well. Players need to recharge their creative batteries from time to time just like GMs do so it’s good for both sides of the screen get stall when they need it.



Well, that’s enough out of me for now. See you in the Forums!








This post was written by:

Lost to the Ages - who has written 434 posts on The Gaming Outpost.


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