As the speaker your role is to keep order in the Council Chamber and make sure that events proceed in an effective and timely manner.
Things to enforce[]
All talk should be in character.
Seating
- No clumping near door, fill the room
- Sit by organisation
No fiddling with phones in council room. Although we're not enforcing having them on silent in the council room, it would be nice.
Managing Motions[]
When running motions, don't let the conversation progress to players stating their view points in the council room. If it's not a question or a proposed solution, no one really cares.
Types of good questions could include:
- What are the potential consequences / benefits of this action?
- Can you clarify what you meant by (word)?
- Questions about the background / setting / implementation of solutions.
- Questions about the unfamiliar.
Questions should not include:
- Is this morally good or evil?
- Anything which surrounds personal (PC) opinion.
- Questions which have already been asked by someone else (circular).
- Non-clarifying questions about the minutia. e.g. "Which new laws would you institute?"
Between Mission Schedule[]
Between missions there are several stages that need addressing. You will be informed of any required deviations from this script by the head GM.
Each should be done in order.
- Debriefs (~1 minute each)
- The GMs from each mission should give the report that the players in the mission wrote down on the mission card.
- They should also nominate a player from the group (aim for newbies / shybies? - get their consent first) to answer any questions that may arise, this should be done later.
- They will finish by stating the outcome of the mission, in the form of region statistic changes and the like.
- The exception is for main plot missions which can have a question and answer session.
- End of Season (5 minutes, if appropriate)
- If the season has ended one SGM from each region should have the opportunity to summarise what has happened and what attrition happens, possibly reassign complications.
- Resolve Motions (~3 minutes, if any)
- Announce the result of the motion.
- Ensure the relevant GM describes any immediate consequence.
- Introduce Motions (5-10 minutes, if any)
- If a new motion has been introduced then one or more faction NPCs will need an opportunity to speak.
- After each has said their piece, chair a brief Q&A discussion with each NPC given the opportunity to answer questions from the council. (see guidance above)
- Opinions are not questions
- Take questions from people who have not asked one yet and newer/quieter people
- END OF QUESTIONS
- NPCs leave
- Gather options from the council for how to resolve the motion.
- NO DEBATE
- Plans should not be specific
- Try to get an idea of what effects each solution would have (the GM responsible for the motion / head GM should be able to answer)
- If there are more than 3 options get a show of hands for each and only write up the most popular 3. People can vote more than once.
- Announcements, Heralds and Envoys (if appropriate)
- Announcement
- Q&A
- Open Discussion (5-15 minutes, optional)
- In this time players should be encouraged to:
- Seek audiences with NPCs.
- Ask questions of each other about missions.
- Discuss motions.
- In this time players should be encouraged to:
- Motion Debate (up to 8 minutes)
- Each side has 1 minute to make a point
- Brief conference (max 2 mins)
- Each side has 1 minute for rebuttals
- Organise Missions (5 minutes)
- Someone else will organise which missions exist and who goes on which.
- Your job at this point is to maintain order and make sure no one disappears without a finish time. Make sure someone is posted to the door.