Above the table talk
D&D game last night went great! My character helped lift an ancient curse, and restore honor to a fallen lord. Also blasted an enchanted suit of armor and gained a magic sword, not bad.
Before everyone split up, I talked about my plans to use the next session, when we go back to the campaign I run, as a new season or fresh start. I asked everyone to think about what kinds of things they would do in downtime, gave them a sheet that outlined how that would work mechanically, and generally set the stage for the next chapter of these heroes.
I said that the players were free to travel, catch up with friends, and meet back in one location. My hope was that they would decide what that location is so that I can plan ahead and have something concrete ready for them. They… didn’t do any of those things, at least not last night before we wrapped up.
So I want to talk in this post about what I did, and talking about things above the table, and at the table.
At the table, or in-character talk, is communication that comes in-world, from a specific person’s viewpoint, whether it’s an NPC directly talking, or a note or a book written by some author. I make it clear to players that those aren’t always 100% accurate, and there may be missing or incorrect information, or even lies, depending on the topic and the person.
Above the table talk is what would be considered meta communication. Me talking as a person playing a game, or running the game. It’s useful because even though we are all invested in maintaining the illusion of the fantasy world as something that exists and follows its own rules, we are also real people, friends and colleagues, who are getting together to run a game and have fun.
One of my players said that they weren’t sure their character, who only joined the group very recently, would have a reason to meet back up. That shocked me! At the time I offered the idea that they had forged a bond of adventure but I could tell that wasn’t that convincing. I wasn’t sure at the time if that was in-character talk, or if it was above the table talk. It worried me.
It’s entirely possible that my players do not want to engage in downtime or non-adventure activities. Even though they have fun with the game and seem to enjoy the way I lay out the world and the lore, they’re just here to play a game and have fun. They don’t want to do what they see as homework. And that’s fine. I’m fine with that. Nobody is going to care about my made-up world more than me. But narratively I think it’s important for there to be a gap between the last chapter and the new chapter. If nothing else I need in-game time for all my various cults and factions to advance their own plots.
Today, in the Discord for our game, I tried again to get the players to talk about downtime activities they may want to do. Two of the players immediately said they wanted to go… follow the next logical plot point and seek a reward. Oy. They really do not want downtime.
If nothing else, I can just narrate a time jump. Hand-wave it and just skip over a couple of weeks to the next major event. If they object I can push back and say “I gave you every opportunity to fill in the gap with your own choice of action; you have no right to object now.” They’re all gamers and I think they’ll get it. I don’t have to say it that bluntly, of course, but that’s how I feel. If I offer something, there’s a reason for it and I want them to take advantage of it.
But I was still worried about the player who wasn’t sure about their character re-joining the group after a break. Since I’m the Dungeon Master (DM) I can’t just tell them reasons why they would want to stick with the rest of them; that would be heavy-handed. I could have their patron tell them it’s in their best interest to do so. That would be in-character, in-world communication. But… It would seem insincere,; it’s a reaction to their comment, instead of something that organically comes up during play. I’m afraid it would break the shared illusion.
Instead I just mentioned what I had noticed, and told them, completely sincerely: “I wanted to say that you are a valued member of this group, you’re a great player, and you will always have a seat at my table for as long as you want to play.” I said that above the table. They liked that!
And then we conspired to try to nudge the other players into taking downtime. Hopefully that will go over well. Time will tell!