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Difficulty Playing D&D: Player Still Waiting Off Screen After 3+ Hours
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<blockquote data-quote="iserith" data-source="post: 6672954" data-attributes="member: 97077"><p>I don't mind when the group splits up so long as it enhances rather than detracts from the play experience. I manage it by flipping between the various sub-groups at a regular interval, usually when a particular thing is resolved or a conflict is revealed. Generally it's the latter because I want that cliffhanger to hold everyone's attention when they're not in the spotlight and be something that those not involved in the scene can't wait to see how it turns out. Wherever possible, I involve the off-screen players in helping me run the scenes they're not in by adding details or the like.</p><p></p><p></p><p></p><p>I don't think splitting the party should be prohibited, but care must be taken by all parties to manage the table well. The players need to be aware that other people are waiting for their turn, so they should make it snappy and interesting. DMs should keep that spotlight moving.</p><p></p><p></p><p></p><p>I would politely and directly talk to the group about my concerns and ask for their help in resolving the issue. I would do this over voice chat, not in text, and I would be willing to compromise.</p><p></p><p></p><p></p><p>Everybody, including you, had a hand in things turning out this way. In addition to talking about it directly and politely with the group and seeking their help, I would address myself to making sure that the other players (if not their characters) were aware of my plans when I strike out on my own. Part of this is making sure they're aware of what benefits may accrue to them or our plans as a whole in my doing whatever it is I want to do. This way they can be conscious of why I'm absent and can nudge the spotlight back on me if I've been sitting idle for too long.</p><p></p><p>I would also generally limit these side-quests to times when I think they'll really enhance the game experience. I've seen that some groups split up all the time, chiefly because they don't get along all that well and can't agree on a single course of action without tedious debate. If you're that type of group, then I'd address that issue and come up with a way to come to agreements more easily. (I use the improvisational technique of "Yes, and..." myself.)</p></blockquote><p></p>
[QUOTE="iserith, post: 6672954, member: 97077"] I don't mind when the group splits up so long as it enhances rather than detracts from the play experience. I manage it by flipping between the various sub-groups at a regular interval, usually when a particular thing is resolved or a conflict is revealed. Generally it's the latter because I want that cliffhanger to hold everyone's attention when they're not in the spotlight and be something that those not involved in the scene can't wait to see how it turns out. Wherever possible, I involve the off-screen players in helping me run the scenes they're not in by adding details or the like. I don't think splitting the party should be prohibited, but care must be taken by all parties to manage the table well. The players need to be aware that other people are waiting for their turn, so they should make it snappy and interesting. DMs should keep that spotlight moving. I would politely and directly talk to the group about my concerns and ask for their help in resolving the issue. I would do this over voice chat, not in text, and I would be willing to compromise. Everybody, including you, had a hand in things turning out this way. In addition to talking about it directly and politely with the group and seeking their help, I would address myself to making sure that the other players (if not their characters) were aware of my plans when I strike out on my own. Part of this is making sure they're aware of what benefits may accrue to them or our plans as a whole in my doing whatever it is I want to do. This way they can be conscious of why I'm absent and can nudge the spotlight back on me if I've been sitting idle for too long. I would also generally limit these side-quests to times when I think they'll really enhance the game experience. I've seen that some groups split up all the time, chiefly because they don't get along all that well and can't agree on a single course of action without tedious debate. If you're that type of group, then I'd address that issue and come up with a way to come to agreements more easily. (I use the improvisational technique of "Yes, and..." myself.) [/QUOTE]
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Difficulty Playing D&D: Player Still Waiting Off Screen After 3+ Hours
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