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General Tabletop Discussion
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Encouraging interactions in new adventuring parties
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<blockquote data-quote="PrometheanVigil" data-source="post: 7570990" data-attributes="member: 6703801"><p>Interaction Moments aka IMs.</p><p></p><p>I came up with these a few years ago while hosting 8-10+ player games regularly. They are the best thing for the social side of RPGs ever. I've seen no other GM ever do this or even see it talked about online which is crazy since its so simple but so powerful.</p><p></p><p>They are literally 5-10 mins set aside specifically for players to talk in-character with each other. They can be interspersed in your session flow as much or as little you like. Ideally, you encourage players to get up, walk around and chat with each other. If they need to make a roll, they come straight back to you and roll in your presence -- other than that, you can get on with some admin work (or hasty re-plan of your scenario if its gone off the rails!).</p><p></p><p>It's really just a big breather for you as a GM but it's a fun one. I've found players will hedge into cliques of 2-4 and they can be fluid based on IC events and internal politics. This is awesome because newer players tend to cling together and experienced link up based on their particular IC needs -- it's also handy for reining in players who are bit antisocial or think they're a Puppetmaster(tm).</p><p></p><p>It's pretty great to see it all when you step back!</p></blockquote><p></p>
[QUOTE="PrometheanVigil, post: 7570990, member: 6703801"] Interaction Moments aka IMs. I came up with these a few years ago while hosting 8-10+ player games regularly. They are the best thing for the social side of RPGs ever. I've seen no other GM ever do this or even see it talked about online which is crazy since its so simple but so powerful. They are literally 5-10 mins set aside specifically for players to talk in-character with each other. They can be interspersed in your session flow as much or as little you like. Ideally, you encourage players to get up, walk around and chat with each other. If they need to make a roll, they come straight back to you and roll in your presence -- other than that, you can get on with some admin work (or hasty re-plan of your scenario if its gone off the rails!). It's really just a big breather for you as a GM but it's a fun one. I've found players will hedge into cliques of 2-4 and they can be fluid based on IC events and internal politics. This is awesome because newer players tend to cling together and experienced link up based on their particular IC needs -- it's also handy for reining in players who are bit antisocial or think they're a Puppetmaster(tm). It's pretty great to see it all when you step back! [/QUOTE]
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