I'll echo the "ten-minute turn" idea. Sometimes the old ideas just work. By reducing many things to ten minute blocks - and telling players beforehand I'm doing this - it allows everyone to do something during a typical dungeon delve. Short rests, for purposes of using HD to regain HP, were changed to ten minutes so players had a standard block of time to do something after combat - usually search bodies, search the room, maintain watch, eat and regain HP.
I found this most useful with the daughters of a friend who were playing. They were definitely extroverts but new to D&D and often hesitant to speak up. I think knowing they had a time in the spotlight to state what their PC did was helpful.
I found this most useful with the daughters of a friend who were playing. They were definitely extroverts but new to D&D and often hesitant to speak up. I think knowing they had a time in the spotlight to state what their PC did was helpful.