From: Rannou@info.polymtl.ca (Patrick Rannou)
Subject: Re: Too many notes! (Was Re: New uses of dices...)
Organization: Ecole Polytechnique de Montreal, Canada
	<1992Jul26.023323.18987@technix.mn.org> <64399@hydra.gatech.EDU>
Date: Tue, 28 Jul 1992 04:38:36 GMT

In article <64399@hydra.gatech.EDU> ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:


   The other reason I suggested it is because I'm in Paul's campaign,
   and I know the thief, and I think we all get pretty sick of him wasting
   time every session with his midnight raids.  Just once, I'd like to
   see him get caught. :-)

Have a talk with the GM. Outside the game, but be serious.

Tell him that whatever the thief does in his nocturnal escapades that
doesn't have any bearing with the adventure, should not use game time.
Suggest him to simply say to the thief player "OK, next time I do you a
solo, say next tuesday, it will be used for these special "out of the main
adventure" adventures. Did you have anything to do which is DIRECTLY linked
to the adventure? No, then OK, everybody, it is morning, the thief is back,
well if he died last night in that solo game we'll just suppose that the
solo game was made in the next time he comes to town, that's all... you are
ready to go. There."

In short: "GM, let the thief player use game time ONLY when it's RELEVANT
to the current game, please."


In my campaign, everytime thep layewrs go up a level, I do at least one
solo for each player. He can talk to the others about it if he wants, next
time the group meets. But I surely don't have a game session whewre player
A plays alone for half an hour or more, then player B, etc up to player F.
Splitting it into 18 or more "10 minutes" parts, each player playing alone
one part then waiting one hour to play his next part, is just as worse.
Tell the GM how the group feels about your problem, that you feel like you
aere just sitting/waiting for "it" (the thief having sole game time) to
finally end so the adventure can continue. Tell him it would be less worse
if one or more PC were going with the thief i.e. tell the GM that a lone
thief is pretty weak, and that once in a while he should return in the
morning prety beaten up, empty handed, or even dead, unless he has some
back up with him, that is: one or two other PCs.

If your GM is mature enough, he'll understand. If not, then when the GM
gives the limelight to the thief, go in the next room with a few other
players and make them play solos or duos I your own "mini-campaign". If the
GM don't like that. tell him that he should give less game timwe to a sole
player. After a few times like that, and once you've got the other players
hooked, you can become quite nasty (especially if the other players like
you better as a GM than the current GM): When the GM says "OK, the thief is
finally back, come back in THIS romm", make him (and the thief player) WAIT
("we'll just finish this encounter and we're back.. One minute, no more!).
When they realize that waiting *five* minutes is too long, and the GM
starts arguing with you, just tell him that he should be just: If he is
ready to make the whole party wait for him until the thoef player has
finished using game time, then he must be willing to also wait when it's
the group who make him wait. I did thid once. You know how the GM reacted?

1- He didn't like me at all.
2- after the game, I had a long talk with him. I said I was quite ready to
do better, but not to sit and wait stupidly while one player gets HALF the
game time. (i.e. we start playing a 6, stop at 10. the "investigator (it
was a chtulhu game), alone, used up 2 hours of game time, NOT counting the
other 2 hours, where he was with the party. Enough to drive a group angry.
3- He managed to stop not liking me, and to stop giving too much game time
to only one player. Mainly because the whole group of players backed me.

--
/---------------------------\
| Patrick "Paradak" Rannou. |
| Rannou@info.polymtl.ca    |
\---------------------------/