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<blockquote data-quote="dave2008" data-source="post: 7631407" data-attributes="member: 83242"><p>There are a couple of things that can help keep players attention, depending on what the issue is. Here are some suggestions:</p><p></p><p>1) Time limit for a players turn: 60 sec max. (maybe even 30 sec. max). If there is only 2 minutes between your turns, you tend to pay more attention.</p><p></p><p>2) Setting / mood music / sounds. It has helped keep players engaged at times.</p><p></p><p>3) Consequences for not pay attention paying attention: If they are not pay attention when you describe a scene / environment / scenario, provide a consequence for missing the important information. Some possibilities:</p><p> </p><ul> <li data-xf-list-type="ul">They simply miss important info. Explain to them later that they missed an important clue. Either directly or through context later.</li> <li data-xf-list-type="ul">give disadvantage on relevant check for not paying attention; or give advantage on a check when a player uses your description to inform a check or action they want to do.</li> <li data-xf-list-type="ul">give inspiration when a player uses your description to inform a check or action or similar</li> </ul><p></p><p>4) Players make all the rolls. There is a DMG option for players making saving throws instead of the DM rolling for attacks. I don't like to do it (as I, the DM, like to roll dice too), but it has been very effective for keeping wandering minds engaged during battles.</p><p></p><p>5) Be demonstrative: It is awkward, especially at first, but be more dramatic in your presentation. It took me a long time to work on this one, but I think it is very effective. I don't do voice acting very well or often, but I will raise and lower my voice, use sound effects, and slam the table if needed for dramatic effect. If I am entertaining, the players tend to be more engaged.</p></blockquote><p></p>
[QUOTE="dave2008, post: 7631407, member: 83242"] There are a couple of things that can help keep players attention, depending on what the issue is. Here are some suggestions: 1) Time limit for a players turn: 60 sec max. (maybe even 30 sec. max). If there is only 2 minutes between your turns, you tend to pay more attention. 2) Setting / mood music / sounds. It has helped keep players engaged at times. 3) Consequences for not pay attention paying attention: If they are not pay attention when you describe a scene / environment / scenario, provide a consequence for missing the important information. Some possibilities: [LIST] [*]They simply miss important info. Explain to them later that they missed an important clue. Either directly or through context later. [*]give disadvantage on relevant check for not paying attention; or give advantage on a check when a player uses your description to inform a check or action they want to do. [*]give inspiration when a player uses your description to inform a check or action or similar [/LIST] 4) Players make all the rolls. There is a DMG option for players making saving throws instead of the DM rolling for attacks. I don't like to do it (as I, the DM, like to roll dice too), but it has been very effective for keeping wandering minds engaged during battles. 5) Be demonstrative: It is awkward, especially at first, but be more dramatic in your presentation. It took me a long time to work on this one, but I think it is very effective. I don't do voice acting very well or often, but I will raise and lower my voice, use sound effects, and slam the table if needed for dramatic effect. If I am entertaining, the players tend to be more engaged. [/QUOTE]
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