Why We Play: The Social Aspect

Written by Jeff Carlsen on 2009/11/06 – 12:00 -

At some point nearly every role-playing session gets bogged down with out-of-character conversation, and in some cases this can bring an entire session to its knees.  Although occasionally irritating, especially to a Game Master who has an important adventure planned, in most cases these diversions are tolerated and unconsciously encouraged.

This is because role-playing is social, and oftentimes it is the only opportunity we get to see our friends. Remember, one cannot role-play without other people (we call that dementia, and prescribe drugs for it). If you enjoy role-playing, it’s partially because you enjoy interacting with others.

But social fulfillment has two aspects–action (or the need to do things together) and conversation–and while role-playing readily satisfies the former, its very nature inhibits the latter. Therefore, a gaming session should reflect both these needs, and be planned accordingly. Here are some social tips for making your gaming session more enjoyable:

  • Set aside time to bullshit – Preferably, everyone should arrive at a designated time.  When they do, set aside as much as an hour to converse before beginning play.  This time might also be useful for pre-session setup, but other distractions (such as a TV or computer) should be removed to encourage interaction.
  • Take a food break – If the session lasts more than a couple hours, take a break to eat. This recess is when most campaign related discussion is likely to take place, as the game is fresh in the player’s minds, while no one has grown tired yet.
  • Know when to end the session – Eventually most sessions reach a point where it becomes nearly impossible to keep the player’s attention on the game. End the session here, or (even better) beforehand. Some players may want to leave, and others just to bullshit, but they no longer want to play. Just remember not to take it personally.

Do you have a tip to keep sessions from bogging down? Let us know!


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View Comments to “Why We Play: The Social Aspect”

  1. By Tovar on Nov 7, 2009 | Reply

    i didnt think to set time aside for bs, maybe thats why i got fed up with my players and stopped being a dm. thanks.

  2. By Jeff Carlsen on Nov 7, 2009 | Reply

    Yeah. I think we came upon the advice by force. If we didn’t set time aside for it, the group simply took time to do it. As a gamemaster, you just learn to accept what’s given to you.

  3. By Tyson J. Hayes on Nov 7, 2009 | Reply

    @Tovar I would always suggest trying to run again. Don’t let it get you down that you got fed up before. I’d suggest trying to run something pre-built and focusing on the fun of playing. You may find yourself enjoying it again. :)

  4. By Tovar on Nov 18, 2009 | Reply

    i didnt think to set time aside for bs, maybe thats why i got fed up with my players and stopped being a dm. thanks.

  5. By Spyder Z on Nov 22, 2009 | Reply

    I never really ran into too much issue with it. Typically, by the time I was running games for people that weren’t family, we would play at a location where people who weren’t gaming could otherwise amuse themselves and people who were could either game, or chat with the other people while the focus wasn’t on their player.

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