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D&D 5e suggestions for two beginner children and a first time DM dad?
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<blockquote data-quote="ClaytonCross" data-source="post: 8355112" data-attributes="member: 6880599"><p>This seems like common since but its something I have seen a lot GMs drop from their mind focusing on running the perfect game... <strong>If its fun your doing it right and if they are losing interest find what they love about the game and bring it back around</strong>. You can have the "perfect module", in the "perfect setting", and the players can be hating it. If they de-rail a campaign or get side tracked but they are having fun, try to role with it and let them be side tracked. When they lose direction and/or interest in the side track then pull them back to the module to keep things going. Add to that one of your players may like talking and the other combat etc. You need to give them both "air time" for their fun while balancing how long the other player can sit in stand bye if they have different aims. You can "split" the party or even have a comical fight in the back ground (that is competitive but not life or death like arm wrestling etc) while one is talking to a NPC. If you get this right any module will work even a bad one. It might work out that your kids both like the same primary thing and your lucky so you can lean more heavy to that pillar of play. This shifts though so GMs who nail it at first create a formula and follow it sometimes run into confusion later when the formula stops working. Players change on what they enjoy as a person and because they got their fill for the day. If your players are having a meeting in a tavern and they seem to be getting restless in the conversation, perhaps their is a random not lethal bar fight that breaks out. If the players are tired of a fighting, perhaps a third group interrupts the fight forcing a stalemate that requires some dialogue. If players start drifting during your description of a setting or world building element, cut the description short and add it back in as information between interruptions so they get it but they get a break between information dumps to refocus them.</p><p></p><p>I hope this helps. Just keeping the thought in the for front helps me. I sometimes put a note on my GM screen facing me that says "Having fun?" just to remind myself that running the "perfect game" is not the same thing or as as important as the general environment of fun at the table. This sometimes leads to... interesting tangents, but fun is had.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 8355112, member: 6880599"] This seems like common since but its something I have seen a lot GMs drop from their mind focusing on running the perfect game... [B]If its fun your doing it right and if they are losing interest find what they love about the game and bring it back around[/B]. You can have the "perfect module", in the "perfect setting", and the players can be hating it. If they de-rail a campaign or get side tracked but they are having fun, try to role with it and let them be side tracked. When they lose direction and/or interest in the side track then pull them back to the module to keep things going. Add to that one of your players may like talking and the other combat etc. You need to give them both "air time" for their fun while balancing how long the other player can sit in stand bye if they have different aims. You can "split" the party or even have a comical fight in the back ground (that is competitive but not life or death like arm wrestling etc) while one is talking to a NPC. If you get this right any module will work even a bad one. It might work out that your kids both like the same primary thing and your lucky so you can lean more heavy to that pillar of play. This shifts though so GMs who nail it at first create a formula and follow it sometimes run into confusion later when the formula stops working. Players change on what they enjoy as a person and because they got their fill for the day. If your players are having a meeting in a tavern and they seem to be getting restless in the conversation, perhaps their is a random not lethal bar fight that breaks out. If the players are tired of a fighting, perhaps a third group interrupts the fight forcing a stalemate that requires some dialogue. If players start drifting during your description of a setting or world building element, cut the description short and add it back in as information between interruptions so they get it but they get a break between information dumps to refocus them. I hope this helps. Just keeping the thought in the for front helps me. I sometimes put a note on my GM screen facing me that says "Having fun?" just to remind myself that running the "perfect game" is not the same thing or as as important as the general environment of fun at the table. This sometimes leads to... interesting tangents, but fun is had. [/QUOTE]
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