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How to get players interested again?
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<blockquote data-quote="Gilladian" data-source="post: 5730064" data-attributes="member: 2093"><p>You have a big group, with a diverse set of wants and expectations, from the sound of it. Have you thought that maybe you should break it into two games? </p><p></p><p>Or, another option might simply be to shorten session length. My games nowadays run about 3-3.5 hours long. As DM, that's my limit anymore; my focus wanders after that, and the quality of the game goes downhill. It also makes playing a LOT more doable. Where someone may hesitate to take 6-8 hours away from family and other responsibilities, a 4 hour activity is a lot more manageable. And thirdly, it leaves everyone at the end of the session wanting more. Nobody is exhausted, nobody is bored or distracted. Even if they didn't get to "do" a lot in a given session, it was a short enough time that they can always expect "more" next time.</p><p></p><p>In fact, I often plan sessions in such a way that a particular session may really focus on a single PC - or pair of PCs, if their interests interlock enough. One week, we spent almost a whole session mapping out the new property two PCs purchased, figuring out how much it would cost to refurbish it, when it would be ready for them to move in, how many servants they'd want to hire, etc... and the other two players were willing to let that happen, with only brief focus on what they were doing, because previous weeks had been invested in them doing "their thing". </p><p></p><p>So maybe shorter sessions, maybe a change of pace and focus, maybe smaller groups of players - I would not try to run 7 players again for just about anything, or at least, not with the modern DnD rules (3.5 nor 4e)!</p><p></p><p>And yes, always TALK to everyone before changing anything.</p></blockquote><p></p>
[QUOTE="Gilladian, post: 5730064, member: 2093"] You have a big group, with a diverse set of wants and expectations, from the sound of it. Have you thought that maybe you should break it into two games? Or, another option might simply be to shorten session length. My games nowadays run about 3-3.5 hours long. As DM, that's my limit anymore; my focus wanders after that, and the quality of the game goes downhill. It also makes playing a LOT more doable. Where someone may hesitate to take 6-8 hours away from family and other responsibilities, a 4 hour activity is a lot more manageable. And thirdly, it leaves everyone at the end of the session wanting more. Nobody is exhausted, nobody is bored or distracted. Even if they didn't get to "do" a lot in a given session, it was a short enough time that they can always expect "more" next time. In fact, I often plan sessions in such a way that a particular session may really focus on a single PC - or pair of PCs, if their interests interlock enough. One week, we spent almost a whole session mapping out the new property two PCs purchased, figuring out how much it would cost to refurbish it, when it would be ready for them to move in, how many servants they'd want to hire, etc... and the other two players were willing to let that happen, with only brief focus on what they were doing, because previous weeks had been invested in them doing "their thing". So maybe shorter sessions, maybe a change of pace and focus, maybe smaller groups of players - I would not try to run 7 players again for just about anything, or at least, not with the modern DnD rules (3.5 nor 4e)! And yes, always TALK to everyone before changing anything. [/QUOTE]
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