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Player Engagement Outside of Session Time
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<blockquote data-quote="Grogg of the North" data-source="post: 8901846" data-attributes="member: 6682960"><p>Before the campaign starts, I think the amount of backstory depends greatly on the type of story being told. If the characters are going to be in a "hub town", I want to know all about it. Who are the movers and shakers in town? What's been happening recently? Are there established churches? What are the best places to gather rumors? </p><p></p><p>My group just started playing Ghost of Salt Marsh. Prior to starting the campaign, we got a one page handout on a brief history of the area. In session zero, the GM gave us a guided tour of the town, showing us where all the important land marks were and who the town leaders were. The group really liked it. I know I did! I like knowing my PC fits into the world around him.</p><p></p><p>As a GM, once the game starts, I try to send out weekly session recaps with a short homework problem. I never ask for anything too complex but I try to use the homework to spur my players to think about their character and the world around them. It could be anything from "What did your character have for breakfast today?" to "You saw Lord Fancypants and Lady Fatale whispering to each other and passing something between themselves. What do you think they were discussing?" If I get an answer before the next session I give each player a reward. I use a deck of cards that give players things like extra dice on rolls, temp HP, or even regaining an expended ability. I think it works out well.</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 8901846, member: 6682960"] Before the campaign starts, I think the amount of backstory depends greatly on the type of story being told. If the characters are going to be in a "hub town", I want to know all about it. Who are the movers and shakers in town? What's been happening recently? Are there established churches? What are the best places to gather rumors? My group just started playing Ghost of Salt Marsh. Prior to starting the campaign, we got a one page handout on a brief history of the area. In session zero, the GM gave us a guided tour of the town, showing us where all the important land marks were and who the town leaders were. The group really liked it. I know I did! I like knowing my PC fits into the world around him. As a GM, once the game starts, I try to send out weekly session recaps with a short homework problem. I never ask for anything too complex but I try to use the homework to spur my players to think about their character and the world around them. It could be anything from "What did your character have for breakfast today?" to "You saw Lord Fancypants and Lady Fatale whispering to each other and passing something between themselves. What do you think they were discussing?" If I get an answer before the next session I give each player a reward. I use a deck of cards that give players things like extra dice on rolls, temp HP, or even regaining an expended ability. I think it works out well. [/QUOTE]
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