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General Tabletop Discussion
*Dungeons & Dragons
Dealing with distracted and distracting players in an all-teen game
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<blockquote data-quote="ArwensDaughter" data-source="post: 7050435" data-attributes="member: 6804968"><p>I'd have to ask for sure, but I'd say between 2 and 4 hours, depending on schedules</p><p>UPDATE: She concurs</p><p></p><p></p><p>I'll ask. The session I observed, attention was lacking from the beginning.</p><p>UPDATE: She says often about 2nd round of combat; sometimes from the very start</p><p></p><p></p><p>Lots of improvisation. She's not a railroading DM by nature, although time constraints meant she started with a pretty rail-roady set of short adventures we had on hand and she had played through as a player. They went off the rails pretty quickly, and she was able to swing with that (far better than I could have!). One of the players was insistent about his character (the rogue) falling in love with one of the minor NPCs. So that became a central aspect of the plot. Said love interest has been kidnapped, and they are trying to find her. </p><p></p><p></p><p>Interesting question. The player with the paladin character is often referred to by her friend circle (not necessarily in the context of the D&D games) as the "mom." Not in a complaining way, more as a recognition of her role in their circle. So she might be able to help in that way. But the "Interrupter" is not exactly part of that circle, at least he's not part of the "inner ring." I think that's one element that plays into this: We are dealing with two intersecting friend circles, and the two circles have different behavior/interaction styles. So I'm not sure she'd have much influence on the most disruptive player.</p></blockquote><p></p>
[QUOTE="ArwensDaughter, post: 7050435, member: 6804968"] I'd have to ask for sure, but I'd say between 2 and 4 hours, depending on schedules UPDATE: She concurs I'll ask. The session I observed, attention was lacking from the beginning. UPDATE: She says often about 2nd round of combat; sometimes from the very start Lots of improvisation. She's not a railroading DM by nature, although time constraints meant she started with a pretty rail-roady set of short adventures we had on hand and she had played through as a player. They went off the rails pretty quickly, and she was able to swing with that (far better than I could have!). One of the players was insistent about his character (the rogue) falling in love with one of the minor NPCs. So that became a central aspect of the plot. Said love interest has been kidnapped, and they are trying to find her. Interesting question. The player with the paladin character is often referred to by her friend circle (not necessarily in the context of the D&D games) as the "mom." Not in a complaining way, more as a recognition of her role in their circle. So she might be able to help in that way. But the "Interrupter" is not exactly part of that circle, at least he's not part of the "inner ring." I think that's one element that plays into this: We are dealing with two intersecting friend circles, and the two circles have different behavior/interaction styles. So I'm not sure she'd have much influence on the most disruptive player. [/QUOTE]
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Dealing with distracted and distracting players in an all-teen game
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