I would be willing to put cash money on a wager that the cell
phone is one of the most hated objects at the gaming table by dungeon masters
everywhere. Worse than the guy who bangs the table for emphasis, worse than Mr.
Cheeto-Fingers and his orange crime scene-dusted character sheets, even worse
than “I forgot my dice” guy. The cell phone. That infernal contraption that signals to you
in real time that you have lost the interest of that particular player and they
would rather talk to anyone else than listen to your table rap.
I don’t subscribe to the idea of any mystical significance to
good dungeon mastering; it’s not magic, it’s practice. But I do think that
keeping the players engaged is one of the most important things a DM can work
on, whether it’s through the use of stirring oratory, animated description, or
improvisational acting. Or all of it. Or none of it.
Deep in thought about what to do next. |
Every group is different, every DM is different. Players are
all different, and it’s hard to accommodate them for every second of a
four-hour session. In fact, it’s impossible. And I think it’s folly to try it;
you end up more frustrated and angry than anything else.
It’s not unexpected, after all. There exists in every game
session and ebb and flow between in-game situations and the real world. Players
need time to process new info. DMs need a minute to take useful notes that make sense and aren't gibberish. Bio breaks. Tension relief.
Every player is drawn to some particular aspect of the game:
Combat, role-playing, exploration. They come alive when you roll for initiative
and glaze over when the NPC starts talking about the thing that happened fifty
years ago.
Aside from the No-Cell-Phones rule at the table, I have a
few things that I do to keep my players engaged during and between sessions.
1. Cliffhangers are my friend. I try to end every session
before or after a major scene, or just as things go from bad to worse. Amid the
howls of outrage, someone will ask, “We’re playing next week, right?”
2. Anytime I need to take a break, I give them instructions.
“Okay, I’ve got to stand up for a minute, so while I’m taking a bio break, I
want y’all to figure out how to get across the chasm.”
3. If there’s a way to bring the whole party into a
role-playing scene, I will do it. Asking the people not directly involved in
the conversation to do something, or roll to notice something that the people
in the conversation wouldn’t notice ensures that everyone is engaged. “As Earl
and the sage are talking about the book you found, I need you two to make a d20
roll and tell me if you get a 13 or higher. You did? And you didn’t? Okay,
Hakim, you notice that as they are talking, there’s a shadow visible in the
window, as if someone is listening to the conversation…”
Even if it turns out to be just the sage’s manservant, it creates a moment of tension and gives everyone something to do.
Even if it turns out to be just the sage’s manservant, it creates a moment of tension and gives everyone something to do.
4. Whenever I am talking to the party, I vary my vocal
inflection, tone, and speed to clue them in that they need to listen. “The
crowd is busy, people milling about, and there’s a thousand smells all blending
together. (Pause) But what you all immediately notice is…in the distance…there’s
a ship pulling into the docks…and you all immediately recognize the red and
black sails.”
That will put the shopping trip on hold as the group runs
down the docks for a little payback. And it only takes one of the other sailors
to drop the clue that you wanted them to get during the session.
These are things I do in nearly every session that keeps the
players focused on the game at hand. If you think any of them would work in
your game, give them a try. And as for cell phones…usable only during bio
breaks.
I've been lucky as all my DMs/GMs/Refs have all employed these tactics. I am learning from some of the best. We need to game together buddy. Maybe we should try some e-gaming? Anyway, I enjoyed the article and will keep all this in mind the next time I run a session or campaign.
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