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Energizing your players
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<blockquote data-quote="steenan" data-source="post: 5212508" data-attributes="member: 23240"><p>While not often, I have had similar situations in my games. Here's some ideas that may help a little:</p><p></p><p>1. Use a rules-light, simple system, so that there is no need to wait for somebody crunching numbers and making tactical decisions for twenty minutes or so.</p><p>2. Don't split the group. If it's unavoidable, switch between the players often, not leaving anybody without your attention for more than 2-3 minutes.</p><p>3. Encourage players to describe their actions, reward stunts. It makes people much more active than just declaring what they do.</p><p>4. Try to keep the action fast. Remember that action is not always combat and in most games combat tends to slow the play down.</p><p>5. Use personal hooks, make players care about what happens in game. Emotional involvement is a powerful energizer.</p><p>6. Serve something to eat that is sweet, but not heavy. Lack of sugar makes people sleepy.</p></blockquote><p></p>
[QUOTE="steenan, post: 5212508, member: 23240"] While not often, I have had similar situations in my games. Here's some ideas that may help a little: 1. Use a rules-light, simple system, so that there is no need to wait for somebody crunching numbers and making tactical decisions for twenty minutes or so. 2. Don't split the group. If it's unavoidable, switch between the players often, not leaving anybody without your attention for more than 2-3 minutes. 3. Encourage players to describe their actions, reward stunts. It makes people much more active than just declaring what they do. 4. Try to keep the action fast. Remember that action is not always combat and in most games combat tends to slow the play down. 5. Use personal hooks, make players care about what happens in game. Emotional involvement is a powerful energizer. 6. Serve something to eat that is sweet, but not heavy. Lack of sugar makes people sleepy. [/QUOTE]
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