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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
DM Help: Encouraging players to stay vigilant
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="Randomthoughts" data-source="post: 6037765" data-attributes="member: 6681248"><p>I see this, first and foremost, as a mismatch of GM vs playing styles. So, I'm not going to try to persuade you to change (since the other posters have reflected my personal preferences). </p><p> </p><p>Expecting players to follow-up on your verbal clues (in essence, pay attention to what you are saying) isn't asking to much IME. But I know some players just play to relax, have fun and socialize. Paying too much attention might seem like work to them. </p><p> </p><p>Anyway, if you want the kind of gritty feel you seem to be looking for, you will have to eventually spring the trap, with consequences. But I'd try a few things first:</p><p> </p><p>1. Make <u>really</u> sure your descriptions match the severity of the consequence. IOW, big trap warrants big clues. </p><p> </p><p>2. Similarly, start with small consequences then work up. They don't pay attention, a flash bang goes off and 1-2 of them are blinded for a turn while enemies ambush them. Later on, they could be stunned, take damage or worse.</p><p> </p><p>BTW, the "scale" of consequence depends a lot on the edition you are running. I know for 4e, a typical, same-encounter level trap won't kill a PC and I have no reluctance to spring one say if they fail a roll. Earlier editions might (as I try to remember my days with 1e and 2e...).</p><p> </p><p>3. Model the behavior you want them to perform through a NPC, like a scout or paranoid thief-companion. Describe how that NPC behaves, like checking for triggers or tell tale clues.</p><p> </p><p>4. Illustrate the severe consequences of not being vigilant on a NPC or two. Like, have a few retainers wandering off the beaten path (wearing the requisite red tunics <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />) blown to smithereens for failing to check something. At least the PCs are "on notice" that something really bad may happen.</p><p> </p><p>There are two main scenerios where PC vigilance often comes up: (1) travel (the cliched "marching order") and (2) camping (while resting). I try to get their routine down (e.g., who is travelling in front, what is the watch schedule?) to save time. So, when I throw things that are "out of their norm", like hearing a clanging noise while camping, they usually know there is something to look for.</p><p> </p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Randomthoughts, post: 6037765, member: 6681248"] I see this, first and foremost, as a mismatch of GM vs playing styles. So, I'm not going to try to persuade you to change (since the other posters have reflected my personal preferences). Expecting players to follow-up on your verbal clues (in essence, pay attention to what you are saying) isn't asking to much IME. But I know some players just play to relax, have fun and socialize. Paying too much attention might seem like work to them. Anyway, if you want the kind of gritty feel you seem to be looking for, you will have to eventually spring the trap, with consequences. But I'd try a few things first: 1. Make [U]really[/U] sure your descriptions match the severity of the consequence. IOW, big trap warrants big clues. 2. Similarly, start with small consequences then work up. They don't pay attention, a flash bang goes off and 1-2 of them are blinded for a turn while enemies ambush them. Later on, they could be stunned, take damage or worse. BTW, the "scale" of consequence depends a lot on the edition you are running. I know for 4e, a typical, same-encounter level trap won't kill a PC and I have no reluctance to spring one say if they fail a roll. Earlier editions might (as I try to remember my days with 1e and 2e...). 3. Model the behavior you want them to perform through a NPC, like a scout or paranoid thief-companion. Describe how that NPC behaves, like checking for triggers or tell tale clues. 4. Illustrate the severe consequences of not being vigilant on a NPC or two. Like, have a few retainers wandering off the beaten path (wearing the requisite red tunics ;)) blown to smithereens for failing to check something. At least the PCs are "on notice" that something really bad may happen. There are two main scenerios where PC vigilance often comes up: (1) travel (the cliched "marching order") and (2) camping (while resting). I try to get their routine down (e.g., who is travelling in front, what is the watch schedule?) to save time. So, when I throw things that are "out of their norm", like hearing a clanging noise while camping, they usually know there is something to look for. Good luck! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
DM Help: Encouraging players to stay vigilant
Top