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<blockquote data-quote="hawkeyefan" data-source="post: 7618700" data-attributes="member: 6785785"><p>For sure....I definitely want players to be invested in each others' characters. I don't typically expect for other players to disengage when the spotlight is on someone else. But the longer that happens, and the less engaging the material is for the group as a whole, the more the risk. That's why I'll kind of narrate things along in those kind of downtime scenes you mentioned. Although, if there seems to be something there, I will indeed try to zoom in and see what comes of it. </p><p></p><p></p><p></p><p>Yeah, I don't think the average description of a location or an NPC by the GM is going to cause people to stop paying attention or anything....that concern is more about players who've maybe crossed over into the self-indulgent area. But if a GM is offering too much information, the players can miss relevant details. Tying back to the OP, I want to give them the info they need so that they can decide how to act. I'm not averse to establishing mood and the like, but I don't want any effort toward that to get in the way. If all the "shadows dancing in the corner" kind of stuff makes my players miss or forget that there's a door to the north, then I'd prefer to leave the dancing shadows out.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7618700, member: 6785785"] For sure....I definitely want players to be invested in each others' characters. I don't typically expect for other players to disengage when the spotlight is on someone else. But the longer that happens, and the less engaging the material is for the group as a whole, the more the risk. That's why I'll kind of narrate things along in those kind of downtime scenes you mentioned. Although, if there seems to be something there, I will indeed try to zoom in and see what comes of it. Yeah, I don't think the average description of a location or an NPC by the GM is going to cause people to stop paying attention or anything....that concern is more about players who've maybe crossed over into the self-indulgent area. But if a GM is offering too much information, the players can miss relevant details. Tying back to the OP, I want to give them the info they need so that they can decide how to act. I'm not averse to establishing mood and the like, but I don't want any effort toward that to get in the way. If all the "shadows dancing in the corner" kind of stuff makes my players miss or forget that there's a door to the north, then I'd prefer to leave the dancing shadows out. [/QUOTE]
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