Resolving Problems

Being a Game Master and running a game can be a tremendously rewarding and fulfilling experience: you get to sit down with friends old and new, roll some dice, tell stories, and have fun. That said, being a GM and running a game can present unique challenges. When dealing with problems at the table, keep in mind the primary reason to play Starfinder is to have fun. And that's true for everyone—player or GM. Don't “solve” a problem by reducing everyone's enjoyment of the game or their ability to chart a course for their characters. Of course, sometimes your solution might not make everyone deliriously happy. Play style is very personal and individualized; rarely does a group agree on all things all the time. Solving problems can be as collaborative as the rest of the game. It's not a good idea for a GM to ignore the players' opinions—but that said, the final decision in resolving a problem rests with you.

Distractions and Interruptions

Maintaining the players' attention keeps a game moving and leads to memorable moments when everyone's in the same zone. Too many interruptions break the flow. This is fine in moderation. A game is a social gathering, so there's definitely a place for conversation that's not directly related to playing the game. These interruptions become a problem if they're too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking.

Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical— many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or gamerelated, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a nonurgent text. You can relax these rules for players when their characters are “offstage.” If a player's character isn't in a scene, that might be a good time for the player to use a mobile device.

Problematic Players

Most players who cause problems do so unintentionally— perhaps bringing out-of-game issues and stresses to the table. You shouldn't immediately jump on every instance of problematic play—everyone has a bad night on occasion. However, if someone disrupts the game on an ongoing basis, you owe it to all the players to deal with the problem. If you don't, bad feelings, grudges, and even ruined friendships could result.

Handling a problematic player requires tact: making demands in front of the rest of the group is rarely the best way to resolve the problem. Attempt to handle the problem privately away from the game, or call a break to have a private conversation if the situation is really urgent. As with all emotionally charged conversations, email, text messages, and the like can lose the subtlety of speech—it's better to meet the player face-to-face, if possible.

Here are some problematic behaviors that often come up and might require you to intervene.
  • Obsessing over the letter of the rules.
  • Constantly “helping” other players make the optimal choice on their turn.
  • Making their character the center of attention without allowing space for other players.
  • Repeatedly including other players' characters in the area of a harmful effect without their permission, such as an Area Fire or Auto-Fire weapon attack or a damaging spell.

Other behaviors are unacceptable and must be dealt with firmly and decisively. These can be severe enough to pause the game in progress. Such actions speak to a deeper problem and require more drastic action to solve.
  • Repeatedly arguing with decisions made by other players or the GM.
  • Ignoring other players' opinions.
  • Deliberately derailing the adventure's plot.
  • Purposefully disregarding or subverting the game's agreed upon content expectations and limitations.
  • Being deliberately rude or cruel to other players— especially if it's on the basis of their ethnicity, gender, sexual orientation, age, political or religious affiliation, the color of their skin, appearance, or the like.

Safety Tools

Introducing and using safety tools at your table can help head off some problematic behaviors. The X-Card and Lines and Veils tools described in A Welcoming Environment, allow anyone who feels uncomfortable or unsafe to express their discomfort, with clear guidance on how the rest of the table should respond. This clarity sets obvious boundaries to help enforce the social rules of the table.

Ejecting a Player

Ultimately, there's no place for a serially or deliberately disruptive player in your gaming group. Such behavior is not fair to you or the other players, and the problematic player needs to either modify their behavior or leave the group.

Before meeting with the problematic player, discuss the situation with the other players in private to ensure you make the right call and figure out what repercussions you expect and whether the game should continue at all.

When you break the news to the problematic player, be compassionate but firmly state the decision is final and restate which behaviors are responsible. If parts of having the player in the game were rewarding or you want the player to remain a friend, make that clear and decide if a player's behavior merits other changes to your relationship.

Power Imbalances

You might end up with one PC who outshines everyone else. Perhaps the player is a rules expert with a powerful character, other players are less experienced or more focused on the story of their characters, or there's just a rules combination or item that's stronger than you expected. In any case, this imbalance might mean you have other players who feel ineffective, or the overpowered character's player becomes bored because they aren't challenged during gameplay.

Talk to the player between sessions, and make it clear that no one at the table is to blame in this situation. Most players have no problem making some concessions for the happiness of the group. If the problem results from rules options, offer an easy way to retrain. If the imbalance resulted from an item, come up with a way that item might need to be lost or sacrificed, but in a satisfying way that furthers the narrative—or consider a power up for the whole party! If you meet resistance from the player, listen to their counterpoints. If you're still convinced they need to change, you might need to be more firm.

It's worth stating that players might still have fun, or even enjoy an instance of power imbalance. You don't have to do anything to address it unless it limits fun at your table.