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D&D versus social anxiety disorder (updated 8/20/14)
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<blockquote data-quote="Barendd Nobeard" data-source="post: 4445400" data-attributes="member: 960"><p>I think note-passing (as Umbran mentioned above) is a great idea.</p><p></p><p>If I was in a similar situation, there are two things I might try:</p><p></p><p>(1) Easy Decisions. Put the PC in a situation where she has to make a choice, but only give two options. Sometimes, too many choices is a bad thing. Make it a simple choice, with relatively equal outcomes (should we go to the weaponsmith first, or the stables to buy horses first). Heck, it could even be selecting the main course at a victory dinner in the tavern after a good day's adventuring. Heck, it could be as easy as an NPC asking a question she can answer right off her character sheet--"Where are you from?" "What kind of sword is that?" "How much money do you have?"</p><p></p><p>(2) Meta activity match-up. Have the group gamble in an encounter (maybe at knifepoint, against their will). Then, the actual in-game activity (rolling dice) is actually being performed by the player (rolling dice). Or playing cards with one of the WotC card games (Three Dragon Ante or whatever). A few small props or handouts where the player has to hand an actual item to another player (or you, the DM) can add to 'immersion.' Perhaps a noble NPC wants her PC to sign something--make her sign her name on a handout. Easy to do, and again, the player is doing the actual thing the PC is doing. In a couple of the home games I play in, we get index cards with items on them. It's great, because we can write notes on them ("15 charges" on a wand card, for example)--and we have to pass the card to someone else to give them the item. It sounds goofy, but it does add to the game, even when it's just an index card (not an actual wand). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And if everyone's passing cards around, it doesn't single her out.</p></blockquote><p></p>
[QUOTE="Barendd Nobeard, post: 4445400, member: 960"] I think note-passing (as Umbran mentioned above) is a great idea. If I was in a similar situation, there are two things I might try: (1) Easy Decisions. Put the PC in a situation where she has to make a choice, but only give two options. Sometimes, too many choices is a bad thing. Make it a simple choice, with relatively equal outcomes (should we go to the weaponsmith first, or the stables to buy horses first). Heck, it could even be selecting the main course at a victory dinner in the tavern after a good day's adventuring. Heck, it could be as easy as an NPC asking a question she can answer right off her character sheet--"Where are you from?" "What kind of sword is that?" "How much money do you have?" (2) Meta activity match-up. Have the group gamble in an encounter (maybe at knifepoint, against their will). Then, the actual in-game activity (rolling dice) is actually being performed by the player (rolling dice). Or playing cards with one of the WotC card games (Three Dragon Ante or whatever). A few small props or handouts where the player has to hand an actual item to another player (or you, the DM) can add to 'immersion.' Perhaps a noble NPC wants her PC to sign something--make her sign her name on a handout. Easy to do, and again, the player is doing the actual thing the PC is doing. In a couple of the home games I play in, we get index cards with items on them. It's great, because we can write notes on them ("15 charges" on a wand card, for example)--and we have to pass the card to someone else to give them the item. It sounds goofy, but it does add to the game, even when it's just an index card (not an actual wand). :) And if everyone's passing cards around, it doesn't single her out. [/QUOTE]
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