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How do you read your players interest during a game session
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<blockquote data-quote="WheresMyD20" data-source="post: 5186685" data-attributes="member: 60772"><p>Just ask them if they're having a good time. Ask them what they like about the campaign and what they don't like. Ask them what they want more of.</p><p></p><p>Every group is a little different, some like lots of hack-and-slash, some like RP & character development, some like puzzles and thinking. Some like a really serious game, some like it silly. Figure out what they respond best to and tailor your game to their preferences. If you have a mixed group, then try injecting some puzzles or RP between the sessions. Drop a puzzle or character development on them right at the end of a session. The ones that want to think about it between sessions will and the ones that don't like it won't get bored.</p><p></p><p>I know a lot of DMs don't like cross-talk at the table. When I'm DM, I'll let my players cross-talk for as long as they want, provided no one is bored and waiting to get on with the game. My #1 priority as DM is to make sure that everyone is having a good time at the event, so if they want to talk about something other than the game, that's fine with me.</p><p></p><p>Players tend to understand and interact more easily with a generic D&D setting than with a heavily customized one. I've found that it's important not to fall in love with your campaign world. Don't try to maintain 100% creative control.</p><p></p><p>For example, don't tell a player "you can't play a dragonborn in my world." Tell him "you can be a dragonborn, but you're the only one. You're an oddity. You're wierd. You'll have a very hard time fitting in. Still interested?" If they still want to do it, they're going to feel like their character is special and they'll probably be even more engaged in your game. Don't worry about the fact that you wanted your game to be dragonborn-free.</p></blockquote><p></p>
[QUOTE="WheresMyD20, post: 5186685, member: 60772"] Just ask them if they're having a good time. Ask them what they like about the campaign and what they don't like. Ask them what they want more of. Every group is a little different, some like lots of hack-and-slash, some like RP & character development, some like puzzles and thinking. Some like a really serious game, some like it silly. Figure out what they respond best to and tailor your game to their preferences. If you have a mixed group, then try injecting some puzzles or RP between the sessions. Drop a puzzle or character development on them right at the end of a session. The ones that want to think about it between sessions will and the ones that don't like it won't get bored. I know a lot of DMs don't like cross-talk at the table. When I'm DM, I'll let my players cross-talk for as long as they want, provided no one is bored and waiting to get on with the game. My #1 priority as DM is to make sure that everyone is having a good time at the event, so if they want to talk about something other than the game, that's fine with me. Players tend to understand and interact more easily with a generic D&D setting than with a heavily customized one. I've found that it's important not to fall in love with your campaign world. Don't try to maintain 100% creative control. For example, don't tell a player "you can't play a dragonborn in my world." Tell him "you can be a dragonborn, but you're the only one. You're an oddity. You're wierd. You'll have a very hard time fitting in. Still interested?" If they still want to do it, they're going to feel like their character is special and they'll probably be even more engaged in your game. Don't worry about the fact that you wanted your game to be dragonborn-free. [/QUOTE]
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