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	<title>Comments on: Ask The GMs: The right to be heard</title>
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	<link>http://www.campaignmastery.com/blog/the-right-to-be-heard/</link>
	<description>Expert tips and how-to's on every aspect of creating and running exceptional campaigns.</description>
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		<title>By: Ameron</title>
		<link>http://www.campaignmastery.com/blog/the-right-to-be-heard/comment-page-1/#comment-701</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Mon, 18 May 2009 18:48:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=585#comment-701</guid>
		<description>When our group ran into &quot;leadership issues&quot; we decided to split the responsibilities. The Warlord took on leadership responsibilities during battle (directing the troops, suggesting tactics, etc) and the Paladin took on the leadership responsibilities outside of combat (introducing the party, acting as the face and voices of the group, etc). We&#039;re still practicing this leadership split 8 levels later and it&#039;s working great.

We came to this decision in-game following a disastrous battle that resulted in NPCs getting killed and everyone blaming everyone else for it. The in-character argument led to an in-game compromise and from there we&#039;ve never looked back.</description>
		<content:encoded><![CDATA[<p>When our group ran into &#8220;leadership issues&#8221; we decided to split the responsibilities. The Warlord took on leadership responsibilities during battle (directing the troops, suggesting tactics, etc) and the Paladin took on the leadership responsibilities outside of combat (introducing the party, acting as the face and voices of the group, etc). We&#8217;re still practicing this leadership split 8 levels later and it&#8217;s working great.</p>
<p>We came to this decision in-game following a disastrous battle that resulted in NPCs getting killed and everyone blaming everyone else for it. The in-character argument led to an in-game compromise and from there we&#8217;ve never looked back.</p>
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		<title>By: Johnn</title>
		<link>http://www.campaignmastery.com/blog/the-right-to-be-heard/comment-page-1/#comment-694</link>
		<dc:creator>Johnn</dc:creator>
		<pubDate>Sun, 17 May 2009 14:11:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=585#comment-694</guid>
		<description>@Loz - what are some example point based systems? I don&#039;t recall if Amber is point based or not; otherwise, my experience with those games is limited.</description>
		<content:encoded><![CDATA[<p>@Loz &#8211; what are some example point based systems? I don&#8217;t recall if Amber is point based or not; otherwise, my experience with those games is limited.</p>
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		<title>By: Loz</title>
		<link>http://www.campaignmastery.com/blog/the-right-to-be-heard/comment-page-1/#comment-693</link>
		<dc:creator>Loz</dc:creator>
		<pubDate>Sun, 17 May 2009 09:18:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=585#comment-693</guid>
		<description>You seem to imply that both are over-using the available game-time to the detriment of the other gamers.
This is why I appreciate action-point based combat systems. Any one player who tries to hog the limelight very rapidly runs out of action-points for that turn, and the simple question &quot;Does anybody have action-points left to spend this turn?&quot; usually gets the most timid/intimidated player to &#039;fess up... and they get to play their turn. Works best in combat situations, mind you, but a good GM keeps track of those who are being over-run by &quot;motor-mouths&quot; and helps them speak-up/play/contribute. Noting down which Character spends how much time dashing around trying to do everything for the group is the equivalent of action-points in the diplomatic/social setting. And supports you when (not if) you have to say &quot;Hang on Bob, you&#039;re running ahead of everybody else. Let&#039;s see what they are doing, as it might influence what you want to do&quot; and when (not if) Bob says &quot;But, I just want to... /this&#039;ll only take a minute&quot;,*be firm*. Retconning a scenario just so Bob can flex his ego is a Bad Sign.
Jotting down action-points/in-game time use can help rebalance things out

Post-game recaps reminding everybody about the best contributions are also useful in publicly recognising their small-but-key contributions. Remember : Systematicly shut-out players tend to drop out of gaming-groups.... 

The description of your groups social dynamic was (neccesarily) succint, but.... Have you considered establishing an *official* group leadership post? Trying each player in the leadership post for a short period and then having them secret-ballot a permament election? Possibly with a trial-period then trying-out the runner-up and final-choicing a group leader. Ironically sometimes experiencing the burdens a leadership position is enough to cure some people of the wish to be in such a position.... or drive them mad with power and deprive themselves of that much needed peer-support.</description>
		<content:encoded><![CDATA[<p>You seem to imply that both are over-using the available game-time to the detriment of the other gamers.<br />
This is why I appreciate action-point based combat systems. Any one player who tries to hog the limelight very rapidly runs out of action-points for that turn, and the simple question &#8220;Does anybody have action-points left to spend this turn?&#8221; usually gets the most timid/intimidated player to &#8216;fess up&#8230; and they get to play their turn. Works best in combat situations, mind you, but a good GM keeps track of those who are being over-run by &#8220;motor-mouths&#8221; and helps them speak-up/play/contribute. Noting down which Character spends how much time dashing around trying to do everything for the group is the equivalent of action-points in the diplomatic/social setting. And supports you when (not if) you have to say &#8220;Hang on Bob, you&#8217;re running ahead of everybody else. Let&#8217;s see what they are doing, as it might influence what you want to do&#8221; and when (not if) Bob says &#8220;But, I just want to&#8230; /this&#8217;ll only take a minute&#8221;,*be firm*. Retconning a scenario just so Bob can flex his ego is a Bad Sign.<br />
Jotting down action-points/in-game time use can help rebalance things out</p>
<p>Post-game recaps reminding everybody about the best contributions are also useful in publicly recognising their small-but-key contributions. Remember : Systematicly shut-out players tend to drop out of gaming-groups&#8230;. </p>
<p>The description of your groups social dynamic was (neccesarily) succint, but&#8230;. Have you considered establishing an *official* group leadership post? Trying each player in the leadership post for a short period and then having them secret-ballot a permament election? Possibly with a trial-period then trying-out the runner-up and final-choicing a group leader. Ironically sometimes experiencing the burdens a leadership position is enough to cure some people of the wish to be in such a position&#8230;. or drive them mad with power and deprive themselves of that much needed peer-support.</p>
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