When Every Player Thinks They’re the Main Character
Mike’s Take
By Margann’s singed whiskers, I’ve seen this curse more times than I’ve polished mugs. Every fool at the table struttin’ about like they’re the hero of the bard’s tale. The rogue’s demandin’ the spotlight, the cleric’s deliverin’ sermons every turn, and the wizard’s hoggin’ every clever moment. Suddenly, the campaign ain’t about the party — it’s about a pack of divas fightin’ for center stage.
This ain’t a playhouse, lad. D&D ain’t “The Hero’s Solo.” It’s an ensemble piece, a messy tavern song with too many voices shoutin’ at once. And if ya don’t tame it, the whole tune falls apart.
How the “Main Character” Curse Shows Up
Long monologues that stall every scene.
Players refusin’ to support unless it benefits their arc.
Side quests bloated ‘cause one player won’t share the stage.
Ye’ll know it’s bad when quieter players start shrinkin’ back, lettin’ the loud ones run wild. That’s when ya lose the soul of the table.
Tools to Rebalance the Spotlight
Rotate attention: make sure every player gets a turn drivin’ the scene. Call out the quiet ones and give ‘em room.
Cut monologues short: if a bard’s speech turns into a scroll, politely rein it in.
Enforce ensemble stakes: design arcs where success depends on teamwork, not one glory hound.
📌 Barkeep’s rule: The strongest character at the table is the one who listens.
Fer GMs Drownin’ in Player Drama, Try These Tankards:
If No One Trusts Ya, That’s Not a Roleplay Choice — That’s a Problem
When the Story Matters to You — but They’re Just Here for the Fights
FAQ
Q: Should I punish spotlight hogs in-game?
A: Nay, don’t smack ‘em with fireballs. Redirect gently. Talk out-of-game if needed.
Q: How do I keep quieter players engaged?
A: Call on ‘em directly, reward their risks, and craft moments that highlight their strengths.
Q: What if my whole table’s full of main-character types?
A: Then run ensemble plots where no one survives alone. Force ‘em to rely on each other.