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<blockquote data-quote="fireinthedust" data-source="post: 5857357" data-attributes="member: 51930"><p>I have some solutions</p><p></p><p>1) You need to take charge more than you do. It is your job to run the game, but that doesn't mean you're babysitting grownups. Rather what it means is that you need to remember that everyone is listening to whoever you are listening to. If you're talking, they're not. if you ask a member of the group what they're up to, everyone else better shut up so you can hear them. The reason: you are the world. It's not extra work for you to guide who gets to speak, it's your every action. </p><p></p><p>2) Every round of combat, every action, you need to systematically check with each and every player about their action. In combat this is a given: we have set turns. Outside of combat, break up what they do action by action. </p><p> Example: the group finds a door in a dungeon hallway. </p><p>Talkative player: I check for traps!</p><p>GM: Okay, quiet player what are you doing?</p><p>Quiet Player: Um, I stand back in case he explodes, drawing my--</p><p>TP: (interrupts) Does the door have any riddles on the--</p><p>GM: (holds up hand) One sec, TP, I've got to check with QP. Okay, QP, what are you drawing?</p><p>QP: My wand of feather fall, so if there's a pit trap I can save TP.</p><p>GM: Ah, good thinking, let's see if it pans out. (goes through the other 2-3 players next, then finally) Now TP, as you were saying?</p><p>TP: Uh, I check for riddles on this door like the other three. I sense a pattern!</p><p>GM: Oooh, well good idea (gives reward xp) but you don't get a chance to look into it as you suddenly fall through a trap door in the floor! You didn't check the floor for traps as you approached.</p><p>TP: Reflex! Did I save?</p><p>GM: (evil grin) no! Everyone hears a grinding noise begin from all around you as he falls. QP, everyone, let's roll initiative and see if QP can react fast with that wand of feather fall, and save TP's life!</p><p>TP: Eep! Can I roll, too, and try to cling to the wall?</p><p>GM: Sure! Initiative rolls please! (pen, paper, dice, etc.)</p><p></p><p></p><p>See, you've got the power to direct AND encourage. It's a twin power, and you should use both. Since you as GM are always trying to engage ALL players with your game, how you act determines how everyone else does.</p><p></p><p>Think of quiet players as your responsibility to check with, with the challenge that you still encourage the talkative players (who have great ideas, too). You're like a teacher with different students. Your job is to point to everyone.</p><p></p><p>I do it every single round. if you switch between players at the right moments you can get some real suspense going. One action and a move action, and then the next player. </p><p></p><p>Practice it until everyone gets used to listening and turns.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 5857357, member: 51930"] I have some solutions 1) You need to take charge more than you do. It is your job to run the game, but that doesn't mean you're babysitting grownups. Rather what it means is that you need to remember that everyone is listening to whoever you are listening to. If you're talking, they're not. if you ask a member of the group what they're up to, everyone else better shut up so you can hear them. The reason: you are the world. It's not extra work for you to guide who gets to speak, it's your every action. 2) Every round of combat, every action, you need to systematically check with each and every player about their action. In combat this is a given: we have set turns. Outside of combat, break up what they do action by action. Example: the group finds a door in a dungeon hallway. Talkative player: I check for traps! GM: Okay, quiet player what are you doing? Quiet Player: Um, I stand back in case he explodes, drawing my-- TP: (interrupts) Does the door have any riddles on the-- GM: (holds up hand) One sec, TP, I've got to check with QP. Okay, QP, what are you drawing? QP: My wand of feather fall, so if there's a pit trap I can save TP. GM: Ah, good thinking, let's see if it pans out. (goes through the other 2-3 players next, then finally) Now TP, as you were saying? TP: Uh, I check for riddles on this door like the other three. I sense a pattern! GM: Oooh, well good idea (gives reward xp) but you don't get a chance to look into it as you suddenly fall through a trap door in the floor! You didn't check the floor for traps as you approached. TP: Reflex! Did I save? GM: (evil grin) no! Everyone hears a grinding noise begin from all around you as he falls. QP, everyone, let's roll initiative and see if QP can react fast with that wand of feather fall, and save TP's life! TP: Eep! Can I roll, too, and try to cling to the wall? GM: Sure! Initiative rolls please! (pen, paper, dice, etc.) See, you've got the power to direct AND encourage. It's a twin power, and you should use both. Since you as GM are always trying to engage ALL players with your game, how you act determines how everyone else does. Think of quiet players as your responsibility to check with, with the challenge that you still encourage the talkative players (who have great ideas, too). You're like a teacher with different students. Your job is to point to everyone. I do it every single round. if you switch between players at the right moments you can get some real suspense going. One action and a move action, and then the next player. Practice it until everyone gets used to listening and turns. [/QUOTE]
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