Keeping all of your players involved and relevant is one of the
things a Dungeon Master wrestles with. However, it's also something
that is difficult to deal with. Magic items can do a lot to shift
player focus. This is especially true in combat. However, a clever
player can also make this happen in other areas of the game. There is
also the question of whether it is fine to have some players that are
focused more than others. What if you have a shy player? These are
the ideas and aspects I hope to work through by putting into words.
What Can Shift Focus
I've already mentioned in passing that magic items can shift the
focus to one player or character. However, it goes further than that.
The location that something takes place in can also shift the focus.
If you have a character that is native to the area, they will
naturally be a focus for events in the story. The type of adventure
can also do a lot to make some characters more of a focus than
others. In D&D 5th edition they have what they call
the 3 pillars of the game (combat, exploration, and
role-play/interactions). Some classes are better and one than another
in certain situations. You might find that the situation or campaign
you came up with will naturally gravitate towards certain players or
their characters. There is also the question of player experience or
mastery of the rules. Some players can just work their skills and
weaknesses in amazing and clever ways that makes them shine.
Should All Players Shine Equally?
When you first think about how players shine during the course of a
game, the first thought that usually comes to mind is that they
should all be equal. This isn't necessarily true. Or more precisely, what exactly does that mean? What I find is more
accurate is that there is a certain amount that if you don't meet,
your player(s) will feel unfulfilled. For some, this amount is more
than others. They'll also get to shine in different moments and not all moments are perceived equally. It might also depend on the long view of things as well.
They might want things to balance out in the long run, but for this
session they might be fine taking a back seat. After all, last week's
session was theirs.
Round Robin Focus
You could try to make a few of your party members the centre of focus
for the session. The focus characters will be rotated between
sessions and the end result is that everyone roughly gets the same
amount of focus. It's kind of like when a TV show has episodes
focusing on different characters. Of course, not everyone likes that
kind of thing. It's also a bit different. You have the risk that
someone might accidentally hijack the session by doing something
clever or thinking outside the box. That might very well make sense, but it defeats the purpose of this approach.
Design Situations
You could instead design the situations players will end up in.
Players will then decide how to approach the problem and when they
do, decide who will shine in that moment. It feels quite naturally
and lets the players decide who shines partially, but it still keeps
the possibility of someone being overshadowed.
You could also combine the two ideas above, which is what more often
happens naturally. You design situations for your players but you
might try to target some of the strength of your players. There will
be a combat encounter for your combat focused character, some kind of
social interaction, maybe a history related element, and end it with
a twist that involves one of your player characters.
Shy Players
Shy players are one of the harder ones to bring into the game. From
my experience, they tend not to need as much time shining to feel
like they contributed enough to the session. It can also be shining in a different way. You also don't really
want to try and force them into the centre of attention, especially
at the start. What I find typically works best is to let them get
comfortable and choose when to be the centre of attention. At first,
this might not seem to work. However, once they get used to the game
and the people they are playing with I've usually seen them have no
issue jumping in. I chose to say tend here because it really does depend on the person in question.
The early part can be a bit rough though. In this case, you probably
don't want to have someone else stepping on their toes all the time.
Having one rogue played by a shy person and another played by a
social butterfly is often a recipe to have the shy person
overshadowed (it isn't always the case, particularly if the two
builds are very different with very different skill sets). Some
overlap isn't so bad, since someone else can pick up some of the
slack just in case. However, there needs to be some individuality and
some cases where the shy character makes the most sense. It can also
be a problem when the shy person feels more comfortable and finds
themselves competing with someone else in the area that overlaps.
Accidentally Overshadowing
There are some things, magic items in particular, that could cause a
player to be accidentally overshadowed. Easy access to healing magic
items in particular can make things harder for the cleric. Likewise,
certain magic items can make combat far easier for the player that
has them. I usually weight magic items that don't have a limited
number of uses very carefully to prevent this. Such items are fine,
however, if your party is lacking something. If your 2 player party
doesn't have a cleric but they have easy access to healing magic,
there isn't a problem. Otherwise, care should be taken. It can
especially be an issue at low levels. At that time even small bonuses
make large differences and access to abilities that target large
areas are disproportionately powerful. It's also a good idea to consider whether a magic item will make a particular class feature or character feature redundant. A sentient, and autonomous pair of lock picks can be a rogue's worst nightmare.
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