Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
[5E] [DM HELP!] Player Reliance on NPCs, Poor Spell Management, Poor Life Decisions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="iserith" data-source="post: 7313801" data-attributes="member: 97077"><p>When I hear about games where there are a lot of interrogation scenes, that tells me the DM could probably stand to be more forthcoming with information. Monsters and NPCs can give out information during battles via banter, tipping of the PCs as to their plans. Intelligence found on the corpses after the fight can also work. I personally hate interviewing cagey, quirky NPCs as a player. <em>We're </em>the one leading lives of adventure - <em>they </em>should be interviewing <em>us!</em> As a DM, I give away a lot of information so we don't need to have interrogation scenes. So if you're not stingy with the 411, you shouldn't really have an issue.</p><p></p><p>Further, just get these PCs away from places where NPCs are hanging out by putting the adventure locations far away from towns or wherever NPCs cluster.</p><p></p><p></p><p></p><p>Time pressure. They have X days to accomplish the mission and/or every time they rest, there is a risk of a random encounter. It should work itself out. It's not really on the DM to deal with poor resource management. That's a player skill - if they want to succeed more often, they need to plan better. Once they start failing time pressure scenarios or find that taking too long to accomplish a quest is causing future quests to be harder, they'll sort themselves out in my experience. If there is legitimate conflict between players over the matter, that's when I'd try to foster a conversation between the players to work something out. If not, then time pressure is the way to go and there are many ways to build that into adventure scenarios.</p><p></p><p></p><p></p><p>Since the goals of play are everyone having fun and creating an exciting, memorable story in the doing, even failure should be fun in my view - for the player, at least, even if it's bad for the character. There's a careful balance there and you'll need to judge that based on the people around your table.</p><p></p><p>But again, here we go with scenarios where they're doing "stupid" stuff in what sounds like a town. Why are so many adventures going on in town? Get them away from places of civilization and you'll find a lot of these shenanigans go away. Doing silly things can also be a symptom that they are bored and looking to create dramatic conflict. So if you've been spending a lot of session time interviewing NPCs to drag exposition out of them or otherwise not having them boldly confronting deadly perils, for example, it's really no wonder that they're going to act out. Get to the adventure already!</p><p></p><p>As for issues about planning, I recommend getting players to buy into the "yes, and..." method of decision-making. This is basically just nonjudgmental ideation wherein everyone offers good faith ideas in a way that doesn't shut out the ideas of others. So one player will suggest a course of action, the next player then accepts that idea ("yes, and...") and adds onto it with his or her own idea (in a way that doesn't negate the original idea), the next player does the same and so on until a plan is cobbled together. Not only does this encourage players to be open to ideas and thus encourages everyone to participate, it makes play smoother and faster by getting to the execution of the plan a lot faster.</p></blockquote><p></p>
[QUOTE="iserith, post: 7313801, member: 97077"] When I hear about games where there are a lot of interrogation scenes, that tells me the DM could probably stand to be more forthcoming with information. Monsters and NPCs can give out information during battles via banter, tipping of the PCs as to their plans. Intelligence found on the corpses after the fight can also work. I personally hate interviewing cagey, quirky NPCs as a player. [I]We're [/I]the one leading lives of adventure - [I]they [/I]should be interviewing [I]us![/I] As a DM, I give away a lot of information so we don't need to have interrogation scenes. So if you're not stingy with the 411, you shouldn't really have an issue. Further, just get these PCs away from places where NPCs are hanging out by putting the adventure locations far away from towns or wherever NPCs cluster. Time pressure. They have X days to accomplish the mission and/or every time they rest, there is a risk of a random encounter. It should work itself out. It's not really on the DM to deal with poor resource management. That's a player skill - if they want to succeed more often, they need to plan better. Once they start failing time pressure scenarios or find that taking too long to accomplish a quest is causing future quests to be harder, they'll sort themselves out in my experience. If there is legitimate conflict between players over the matter, that's when I'd try to foster a conversation between the players to work something out. If not, then time pressure is the way to go and there are many ways to build that into adventure scenarios. Since the goals of play are everyone having fun and creating an exciting, memorable story in the doing, even failure should be fun in my view - for the player, at least, even if it's bad for the character. There's a careful balance there and you'll need to judge that based on the people around your table. But again, here we go with scenarios where they're doing "stupid" stuff in what sounds like a town. Why are so many adventures going on in town? Get them away from places of civilization and you'll find a lot of these shenanigans go away. Doing silly things can also be a symptom that they are bored and looking to create dramatic conflict. So if you've been spending a lot of session time interviewing NPCs to drag exposition out of them or otherwise not having them boldly confronting deadly perils, for example, it's really no wonder that they're going to act out. Get to the adventure already! As for issues about planning, I recommend getting players to buy into the "yes, and..." method of decision-making. This is basically just nonjudgmental ideation wherein everyone offers good faith ideas in a way that doesn't shut out the ideas of others. So one player will suggest a course of action, the next player then accepts that idea ("yes, and...") and adds onto it with his or her own idea (in a way that doesn't negate the original idea), the next player does the same and so on until a plan is cobbled together. Not only does this encourage players to be open to ideas and thus encourages everyone to participate, it makes play smoother and faster by getting to the execution of the plan a lot faster. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[5E] [DM HELP!] Player Reliance on NPCs, Poor Spell Management, Poor Life Decisions
Top