How do you read your players interest during a game session

It's the body language I notice.

Sitting up straight, leaning in etc.

Like Proto, I was talking about this with someone recently and I said, "When my players are leaning forward with their mouths hanging open while I talk? I have their attention for sure".

So yea...

- Sitting up
- Leaning forward
- Taking notes
- Talking to each other about what should be done, while other players take action

After or between games is hard. After every game, I get "thanks, good game" from everyone and from most, talking on IM the next day they say again how fun it was. But this happens after every game, and I am more apt to think this is courtesy than reality. I know we have had some "ok" games and I still hear the same thing.

Asking for feedback doesn't usually get me more than a "you know me, i love your games" or, "you know me, im easy - it's all good" etc.

I do ask my players between games "So what's X thinking right now" where X is their character - but that's more about giving me ideas and insight into the campaign itself.
 

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- Players falling asleep.
- Players playing a video game or reading something else at the table.
- Players paying more attention to the television, than the game.
- Players reading the newspaper at the table.
- Players going out for a smoke frequently, and staying outside for very long periods of time.
 

Depends on who's in the group. Is [Player A] literally falling asleep at the table or [Player B] making jokes about looking for Exps deeper in the dungeon are two good clues. (Different groups). Certain jokes/recurrent interruptions are a sign of boredom. (If people are texting a lot then they aren't paying attention to the table - and there's normally a reason). And asking for feedback is always good.

See these are not signs nor indicators of boredom in our group.

Player D falls asleep because he is older and works a lot but still manages to snap awake and know exactly what needs to be done of him.

Player E, L and R are all about the sausage and fart jokes any chance they get. Sometimes can be a game derailment but the DM often at times pipes in with his own.

Player K often tries to keep us on track but is hard when she wants to smack Player L around more then any encounter encountered.

These can sometimes be indicators of boredom but it can also be signs of a group who is familiar with each other and enjoys the time they have doing this. The game/people don't have to be button down serious for the session to be enjoyed by them.
 
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Players pooling their dice to build a scale replica of Caernarfon Castle? Need to pick up the pace.
Question: How do you pick up the pace in a game that's entirely player-driven?

For my groups, it's fairly easy since I've been playing with them all for some time now (some a very long time), and included in them are my wife, three relatives and two of my oldest friends. Each of them has different indicators, but I know that and it helps in reading their moods.

And yes, I'm saying that I can actually read my wife's mood. When it comes to gaming, I mean. Otherwise I'm as hopeless as any other guy.
 

Pale, twitching, maybe a slight nervous tick at the eye, whispering among themselves and speaking in hushed voices, their eyes full of dread or wonder.
 


5. How is your attendance? Are people on time? When they sit, do they turn to you when you begin?

IMO, over the course of several sessions this moment is the biggest indicator of interested/uninterested players. As a player or DM, I pay attention to everyone's body language during this time because their intereest, or lack thereof, is usually apparent.

For example, I'm currently running a PC in a group that always delays an extra 15-30 minutes. Although I like campaign just fine, I get the feeling that others don't see it as so.

Another example: In this group, we usually watched the DM get his last few things in order before he'd launch into the adventure. He had our attention from the beginning.
 

Players have always just told me what was going well, and what needed improvement, sometimes offline, sometimes at the table before/after a session.

It's really helpful when players are proactive about that sort of thing, and I've always encouraged it from the get go-- mainly because I remember some playing through some really horrible strings of sessions in times past, and I don't want to fall into any of those traps as a DM.
 

If they're standing, slamming the table with their firsts and yelling that they did not kill their wives! And that this is BS and a set up man! You got no proof! You'll never take me alive!, all while staring you straight in the face, then you have their attention.
 

After or between games is hard. After every game, I get "thanks, good game" from everyone and from most, talking on IM the next day they say again how fun it was. But this happens after every game, and I am more apt to think this is courtesy than reality. I know we have had some "ok" games and I still hear the same thing.

Asking for feedback doesn't usually get me more than a "you know me, i love your games" or, "you know me, im easy - it's all good" etc.


Yeah. This is how my players are, too. It's tough to know if they're really into it, because they're all very polite and don't want to complain.
 

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