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Dealing with the Socialite: a Casual Player Type

There’s usually one in every group–the player that isn’t really there to play, he just wants to hang out with his friends. Sometimes he’s the joker who simply can’t take anything seriously, other times he’s the wallflower who will go along with anything the party wants to do, as long as he doesn’t have to take center stage.

Socialites aren’t necessarily new players who are still trying to get a handle on this “roleplaying thing” (though they might be). Many of them have been playing for years, always in the shadows, often paying more attention to the contents of your book shelves than to the game itself. They just want to hang out with the group and since the group likes to game, well, here they are. Usually you don’t have to worry much about these players; just let them maintain their backseat position and they’ll be happy.

Unintentionally, this player type may make you feel like a bad GM. No matter what you do, you can’t get him engaged with the group or game. He doesn’t mean to cause problems—in fact, causing problems is the last thing this player type wants to do. Rest assured–it’s not you or your game; the Socialite is only here for the company. You may wonder where you’re going wrong when, in truth, nothing you do or don’t do will make him more involved in the game. If your Socialite keeps showing up game after game, no matter how much of a wallflower he is, your game is probably just fine.

If you have any doubts, a quick conversation with the Socialite will usually put your mind at ease. If not, you’re dealing with a frustrated player of another type, rather than a true Socialite.

This is the easiest type of player to deal with on-the-spot. Just leave him alone. Let him peruse his comic book or stack dice, or just listen to what’s going on. Touch base with him occasionally throughout the session: have him make a skill check, or just ask what his character is doing in that particular scene. Just don’t get upset if he responds minimally. While it can feel like your GMing isn’t reaching him, it’s more likely he’s just here for the company, especially if he only contributes minimally when invited to do more. Let him do some dice rolling, but don’t force him into role-playing a scene or taking a major part in a complex operation. With this player type, you’ll only make him uncomfortable by trying to get him more involved.

Virtues and Flaws

Virtues

You’ll never hear a Socialite complain about feeling left-out or upstaged by another player. He’s not going to get into a rules argument with you. And he can often round out the party with a needed character type no one else wants to play. You’ll also never hear him complain if him character dies. He’ll happily take over an NPC or create a new PC, especially if one of the other players helps him.

Flaws

The biggest problem you’ll have to deal with this player type is the distraction factor. Having some at the table reading can draw other players’ attentions. Socialites have  tendency to start side conversations on non-game-related topics. He may also frustrate you  and the other players by needing constant reminders about where the party is and what dice he should be rolling now. Don’t expect a Socialite to spend any time or effort learning the rules.

Dealing with a Socialite

Out of character

Let him slip into the background. Don’t try to force this player type into the lime-light. To help speed up play and avoid you  having to tell the Socialite how to roll for initiative for the seventh time tonight, pair him up with another (patient) player. Pick someone who can guide him through the game with suggestions about what his character could do in a given situation and what dice to roll when. You may need to rotate this job among a handful of players, so no one gets stuck “babysitting” all the time.

Socialites make good reality checks. If the group gets into a heated argument over something related to the game, this player type can often be the voice of reason, providing a calm, reasoned opinion or observation that puts the whole issue into perspective.

He may be also willing to role-play NPCs or party henchmen/companions, if needed. Most Socialites I’ve known don’t mind switch-hitting to play a character other than his own. He generally has no emotional investment in his character, which means he’ll also be more than happy to round out the party by playing a needed character type no one else wants to play.

In character

The best way to deal with a Socialite in-character is don’t. That sounds harsh and I don’t mean you should ignore him completely. For example, combat’s breaking out and you’re going around the table asking people what their characters are doing. Don’t skip the Socialite as well, even if he’s leafing through a magazine. On the other hand, don’t make plot line that features his character.You’ll just make him uncomfortable and he may even stop playing all together.

Socialite Sub-classes

The Merry Lark

The merry lark is usually an engaged member of the game group. You probably won’t even realize she’s a Socialite—until something bad happens to the PCs. Then you find out the Merry Lark can’t take the game seriously. TPK? The Merry Lark will laugh and make a comment like “Well, that was a hoot, wasn’t it? Anyone up for Munchkin?” To her, it’s just a game—she’ll approach roleplaying with the same emotional investment she would a game of Crazy 8’s. She honestly won’t understand why the rest of the players are so worked up about it.

The Wisecrack

This is player who just can’t stop cracking jokes during the game. Frequently, this takes the form of puns, but may just as frequently be sexual innuendo or other form of humor. While every game needs a good laugh now and then, the Wisecrack takes it too far. At the funeral of a good and much-beloved king, the punster will be the guy dancing around with the lampshade on his head, trying to get people to “lighten up.”

They often view the game as one long setup to a punchline, which they’re happy to provide if no one else does. If you call him to task about it, he’ll say something along the lines of “Aw,cummon, it’s a game, right? It’s supposed to be fun.” He just can’t see that after awhile, the constant joking wears really thin.

[This is an excerpt from the GM’s Field Guide to Players, the up-coming book from rpgGM.coml.]

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Before You Write: What Do Your Players and PCs Want?

Motivation quoteAs you’re preparing to write your adventure, think about your players. You want to try and put something in your adventure for each of your players. Try to find something, no matter how small, that you can connect back to you each of the PCs. Perhaps you can use an NPC from a character’s background or can place an item another PCs been wanting as the MacGuffin for the adventure.

As you write, also think of your players. A number of books and blogs have talked about the various player types, so I won’t go into it here. But take a moment to think of each of your players. What do they enjoy most about roleplaying? One player may love digging around in political intrigue, while another won’t be happy unless there’s a rollicking fight. Jot down one thing for each player. You’ll refer back to this list later as you write to make sure you’ve incorporated these items into your adventure. If possible, try and tie that piece of action for the player into their character.

Of course, this isn’t the only way to brainstorm adventure ideas. You can also pull ideas from your PC’s character backgrounds or something that happens during another adventure. If you have a method that already works for you, by all means use that. The important thing is to come up with an idea that excites you. If you don’t find the idea exciting, if you’re disinterested, unhappy, or bored with an idea, you’ll communicate that to your players, whether you intend to or not. If you’re not excited about an idea, your players won’t be either. Remember, you’re part of this game, too and if you’re not having fun, no one else will, either.

[This is an excerpt from The Adventure Creation Handbook, currently being written].

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