@tat said in Meshing Groups:
Or just be okay with less interaction IN the scene, and build in time for those characters to connect around what happened later.
That's what I do. Like if the plot starts at 9 and I know that most players pumpkin by midnight, I'll make sure that the "meat" of the plot ends by 11 so there's still time for folks to do wrap-up and stuff afterward.
Personally I don't enjoy doing a lot of interaction in the midst of plot scenes (which tend to be action scenes on my games). It's hard enough to keep track of what everyone else is even doing without then also trying to respond to a bunch of different conversations. And it tends to bog things down.