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What keeps uninterested players showing up each session?
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<blockquote data-quote="kronovan" data-source="post: 9344131" data-attributes="member: 6775134"><p>I haven't played or DM'd at an IRL 5e table in my city, where all but 1, maybe 2, of the players hadn't read the PHB front -to- back. The same's been true for earlier editions of D&D rules. On the other hand, I can't recall playing at an IRL table for any other TTRPG (doesn't matter which; Savage Worlds, AGE, FATE, CoC...) where more than a minority of the players have read them. That seems to make quite a difference, as IME every player is going to become distracted at some point, but they seem more able to remain functional with the session if they know the rules well. Which makes running campaigns for other than D&D, a big challenge. I find that if I can convince most, if not all, of my players to acquire at least the CRB PDF and learn it, the sessions run better dispite all the distractions that creep in. Consequently and more importantly, the players also tend to have more fun.</p><p></p><p>Players who've invested next to no effort in learning the rules, don't build their own PCs, who often don't know when its their turn, yet get distracted with text chatting or browsing websites, are red flags for me. I get that they want to socialize with folks around the table, but I can't help but feel there's better venues for that. As has been said, there needs to be some tolerance and expectation for distractions. But there's also needs to be some balance and IME it can reach the point where a player is abusing a game session for their need to socialize. Consequently, without some change in their approach they aren't welcome at my tables for long. If I'm 1 of the players at such a table, I'll leave if the GM and other players are cool with such an approach.</p><p></p><p>Something I learned being a trainer (teaching in computer labs or online) in the software biz, is to mix things up; real-time demos, hands-on, discussions, power points, videos, etc. With the point being that with a mix of activites there's a better chance to hold your audiences attention. Others have already mentioned that some players are more interested in certain aspects of a game session, so I try to ensure there's balance. I lean towards the sandbox /w plot funnels approach to campaigns, which give me potential for variety and a lot of room to manuever within. Social encounters, exploration and combat encounters, I try to fit into every session. If I'm running something prewritten (I usually homebrew), I'll alter it if it's too unbalanced for variety. At times I'll go to lenghts to give my players some agency and let them run the show, even if it significantly alters the planned session, or sessions. As long as it better holds there attention, keeps them engaged and entertained, it's cool by me.</p></blockquote><p></p>
[QUOTE="kronovan, post: 9344131, member: 6775134"] I haven't played or DM'd at an IRL 5e table in my city, where all but 1, maybe 2, of the players hadn't read the PHB front -to- back. The same's been true for earlier editions of D&D rules. On the other hand, I can't recall playing at an IRL table for any other TTRPG (doesn't matter which; Savage Worlds, AGE, FATE, CoC...) where more than a minority of the players have read them. That seems to make quite a difference, as IME every player is going to become distracted at some point, but they seem more able to remain functional with the session if they know the rules well. Which makes running campaigns for other than D&D, a big challenge. I find that if I can convince most, if not all, of my players to acquire at least the CRB PDF and learn it, the sessions run better dispite all the distractions that creep in. Consequently and more importantly, the players also tend to have more fun. Players who've invested next to no effort in learning the rules, don't build their own PCs, who often don't know when its their turn, yet get distracted with text chatting or browsing websites, are red flags for me. I get that they want to socialize with folks around the table, but I can't help but feel there's better venues for that. As has been said, there needs to be some tolerance and expectation for distractions. But there's also needs to be some balance and IME it can reach the point where a player is abusing a game session for their need to socialize. Consequently, without some change in their approach they aren't welcome at my tables for long. If I'm 1 of the players at such a table, I'll leave if the GM and other players are cool with such an approach. Something I learned being a trainer (teaching in computer labs or online) in the software biz, is to mix things up; real-time demos, hands-on, discussions, power points, videos, etc. With the point being that with a mix of activites there's a better chance to hold your audiences attention. Others have already mentioned that some players are more interested in certain aspects of a game session, so I try to ensure there's balance. I lean towards the sandbox /w plot funnels approach to campaigns, which give me potential for variety and a lot of room to manuever within. Social encounters, exploration and combat encounters, I try to fit into every session. If I'm running something prewritten (I usually homebrew), I'll alter it if it's too unbalanced for variety. At times I'll go to lenghts to give my players some agency and let them run the show, even if it significantly alters the planned session, or sessions. As long as it better holds there attention, keeps them engaged and entertained, it's cool by me. [/QUOTE]
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