So I've done a couple of sessions which focus on fun and non-hostile situation that sometimes don't even have a connection to the plot and I've noticed my players really enjoying these moments from time to time as it lets their characters roleplay and they're not focussed on taking notes, solving puzzles or slaying enemies. I think the key thing is that most of the time there's nothing on the line for the players in these situation. They're not at risk and it doesn't have any consequences. I try and put one of these in every 5 sessions or so, but I'm running out of steam and I was wondering if you guys have some fun ideas?
I've already done a gambling night, drinking game, fortune teller, in-game pub quiz and a small fair with carnaval games 'n stuff. I'm thinking about doing an eating competition later in the campaign but I'm trying to figure out some other ones to prepare.
I once played in a session where we played D&D themed clue. While a game like clue might not be the best for your situation, you could play another board game themed with D&D. Maybe a game of "mead rummy" (gin rummy) or "scribble" (scrabble) where you can use medieval words and you write on a piece of parchment instead of pieces on a board. Or a just a game of chess.
The most common interludes are "Shopping Sessions", which usually follow a particularly rewarding combat/dungeon dive. It sounds like your "burnout" might be the result of not having a non-combat side plot to develop. You might consider giving the party some secondary objectives to pursue, such as establishing social networks across multiple cities (on behalf of the thieves' guild, academy, or local government) or give them a stronghold to fortify and equip. An entire session could easily be built around bargaining with vendors and doing small fetch quests to obtain raw materials for the blacksmith in order to craft a custom item, etc...
Make characters do things in game that are often taken out of game, like leveling. After they gain a new level, have them report back to whoever trains them in order to unlock their new abilities. A lot of downtime activities are handwaved, when they can be made into their own adventures.
You could also considering letting the party choose when to get distracted by non-traditional sessions by providing them with an item or contact with appropriate abilities. In the show Critical Role, the party gains access to a Puzzle Box that unlocks a new feature each time it is solved. The final feature is to be teleported to an extra-dimensional "dungeon" that is full of things you wouldn't find elsewhere. Basically a mini-game in a box. (Each time the party leaves the puzzle box, it resets and scrambles itself and must be solved again.)
You could do something similar; a pocket universe that seems to be disconnected with the rest of the story, but later reveals itself to have consequences. Maybe there are other puzzle boxes that grant access to the same pocket universe and the party doesn't realize that they are socializing with a BBEG. The more time they spend in this pocket universe, the more of its secrets they uncover, possibly including a teleportation portal network that lets them travel quickly to important destinations, or access to long forgotten spells that they can't learn anywhere else. Maybe these pocket dimensions require charging with magic, and the party eventually discovers that these puzzle boxes are actually siphons fueling an imprisoned God of Mischief.
So I've done a couple of sessions which focus on fun and non-hostile situation that sometimes don't even have a connection to the plot and I've noticed my players really enjoying these moments from time to time as it lets their characters roleplay and they're not focussed on taking notes, solving puzzles or slaying enemies. I think the key thing is that most of the time there's nothing on the line for the players in these situation. They're not at risk and it doesn't have any consequences. I try and put one of these in every 5 sessions or so, but I'm running out of steam and I was wondering if you guys have some fun ideas?
I've already done a gambling night, drinking game, fortune teller, in-game pub quiz and a small fair with carnaval games 'n stuff. I'm thinking about doing an eating competition later in the campaign but I'm trying to figure out some other ones to prepare.
Cheers!
I once played in a session where we played D&D themed clue. While a game like clue might not be the best for your situation, you could play another board game themed with D&D. Maybe a game of "mead rummy" (gin rummy) or "scribble" (scrabble) where you can use medieval words and you write on a piece of parchment instead of pieces on a board. Or a just a game of chess.
When players get creative.
The most common interludes are "Shopping Sessions", which usually follow a particularly rewarding combat/dungeon dive. It sounds like your "burnout" might be the result of not having a non-combat side plot to develop. You might consider giving the party some secondary objectives to pursue, such as establishing social networks across multiple cities (on behalf of the thieves' guild, academy, or local government) or give them a stronghold to fortify and equip. An entire session could easily be built around bargaining with vendors and doing small fetch quests to obtain raw materials for the blacksmith in order to craft a custom item, etc...
Make characters do things in game that are often taken out of game, like leveling. After they gain a new level, have them report back to whoever trains them in order to unlock their new abilities. A lot of downtime activities are handwaved, when they can be made into their own adventures.
You could also considering letting the party choose when to get distracted by non-traditional sessions by providing them with an item or contact with appropriate abilities. In the show Critical Role, the party gains access to a Puzzle Box that unlocks a new feature each time it is solved. The final feature is to be teleported to an extra-dimensional "dungeon" that is full of things you wouldn't find elsewhere. Basically a mini-game in a box. (Each time the party leaves the puzzle box, it resets and scrambles itself and must be solved again.)
You could do something similar; a pocket universe that seems to be disconnected with the rest of the story, but later reveals itself to have consequences. Maybe there are other puzzle boxes that grant access to the same pocket universe and the party doesn't realize that they are socializing with a BBEG. The more time they spend in this pocket universe, the more of its secrets they uncover, possibly including a teleportation portal network that lets them travel quickly to important destinations, or access to long forgotten spells that they can't learn anywhere else. Maybe these pocket dimensions require charging with magic, and the party eventually discovers that these puzzle boxes are actually siphons fueling an imprisoned God of Mischief.