Good advice, thanks! For the first split second after I saw that glove, I thought it was a NES Power Glove! Sad that it wasn't but it's not like that was a huge possibility.
I also love to engage the players but when dealing with more introverted folks, what I fond helps is to directly describe an event or action that involves them or evokes a reaction even when it's their turn. So: "The orc is going to attack you.." Or 'The Orc squares off with you dancing his huge sword about, clearly intending you harm. "Stupid, weak human (or whatever race). Now you die!" The second option gives a player several things to play off of such as the dialog or describing a physical response to the blade wielding menace. When you can take a scene, NPC, or event and describe it so its clear the player is being engaged directly, it will often encourage them to interact
Lastly, if you end in a place where something could happen but hasn't, start the next session in the middle of the action. For instance: End of session: "OK, you all travel for days and arrive at the town of Helmas. We'll end here." Next session: Right at the start - "You have traveled about the town of Helmas until dusk turns to night and the shadows lengthen from the few lanterns lit, looking for lodgings. When shadowy figures appear from the darkness around you wielding wicked blades and wicked smiles." You can't do this often but if things for a few sessions or so start to stagnant, get them into an action scene right away.
To keep my players engaged: That scene from A Clockwork Orange where the guy's eyes aren't allowed to shut.
🤔
😂😂
Good advice, thanks!
For the first split second after I saw that glove, I thought it was a NES Power Glove! Sad that it wasn't but it's not like that was a huge possibility.
Thought the same thing! Coach Key's always decked out 😅
Thank you ☺️!!!
Thank you friend ☺️!!! I wish I had a NES power glove.
I also love to engage the players but when dealing with more introverted folks, what I fond helps is to directly describe an event or action that involves them or evokes a reaction even when it's their turn.
So: "The orc is going to attack you.."
Or
'The Orc squares off with you dancing his huge sword about, clearly intending you harm. "Stupid, weak human (or whatever race). Now you die!"
The second option gives a player several things to play off of such as the dialog or describing a physical response to the blade wielding menace.
When you can take a scene, NPC, or event and describe it so its clear the player is being engaged directly, it will often encourage them to interact
Lastly, if you end in a place where something could happen but hasn't, start the next session in the middle of the action. For instance:
End of session: "OK, you all travel for days and arrive at the town of Helmas. We'll end here."
Next session: Right at the start - "You have traveled about the town of Helmas until dusk turns to night and the shadows lengthen from the few lanterns lit, looking for lodgings. When shadowy figures appear from the darkness around you wielding wicked blades and wicked smiles."
You can't do this often but if things for a few sessions or so start to stagnant, get them into an action scene right away.
Thanks for the info ☺️.
I appreciate your take ☺️.