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<blockquote data-quote="Shallown" data-source="post: 1318162" data-attributes="member: 1368"><p>Usually most of my players are self entertaining during these times. either looking up information or talking (mostly quietly) about something non-game.</p><p></p><p>What I did last time I had this was design an encounter for each player that involved thier character. Something that focused on them for a part of the session. If they were non-proactive as some of my players are the encounter came looking for them It was 90% roleplaying that the eno<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=":)" /><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=":)" /><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=":)" /><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=":)" />er involved but it allowed each player to feel they did something that session. Also My players know that they get almost as much experience in town/downtime as usual so they don't feel cheated out of XP. It tends to balance out what I might short them otherwise. I give a great deal for roleplaying encounters that are important or taht develop the character. For example. The Groups wizard has an ongoing relationship with the shopkeeper of the universities magical supplies store (Closest thing to a magic shop but doesn't have lots of things available but can Find them). So the last time he was in the shop the Shop keeper was surly and sullen, not at all like himself. The Wizard thought Oh maybe he's having a bad day. He goes back later to see another person is working in the shop. This shop the wizard knows has no reason for two people. He eventually investigated and found the second guy was part of a guild who was leaning on the Shopkeeper and since the university was in dire straights (after a recent war) they didn't neccasrily know or even be able to do anything about it. The wizard dealt with the problem. </p><p></p><p>that was one vignette of 6 that I did involving the characters. 3 of those turned into longer term subplots (the players don't know this as of yet but are about to find out.) From these enough things developed to have something to engage all the players. </p><p></p><p>I think my point is you don't have to keep them busy the whole session just shift intensity for a short while during the session for the lower intenstiy over a whole session.</p><p></p><p>I think it works</p><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1318162, member: 1368"] Usually most of my players are self entertaining during these times. either looking up information or talking (mostly quietly) about something non-game. What I did last time I had this was design an encounter for each player that involved thier character. Something that focused on them for a part of the session. If they were non-proactive as some of my players are the encounter came looking for them It was 90% roleplaying that the eno:):):):)er involved but it allowed each player to feel they did something that session. Also My players know that they get almost as much experience in town/downtime as usual so they don't feel cheated out of XP. It tends to balance out what I might short them otherwise. I give a great deal for roleplaying encounters that are important or taht develop the character. For example. The Groups wizard has an ongoing relationship with the shopkeeper of the universities magical supplies store (Closest thing to a magic shop but doesn't have lots of things available but can Find them). So the last time he was in the shop the Shop keeper was surly and sullen, not at all like himself. The Wizard thought Oh maybe he's having a bad day. He goes back later to see another person is working in the shop. This shop the wizard knows has no reason for two people. He eventually investigated and found the second guy was part of a guild who was leaning on the Shopkeeper and since the university was in dire straights (after a recent war) they didn't neccasrily know or even be able to do anything about it. The wizard dealt with the problem. that was one vignette of 6 that I did involving the characters. 3 of those turned into longer term subplots (the players don't know this as of yet but are about to find out.) From these enough things developed to have something to engage all the players. I think my point is you don't have to keep them busy the whole session just shift intensity for a short while during the session for the lower intenstiy over a whole session. I think it works later [/QUOTE]
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