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
*TTRPGs General
Focusing on the Game
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="T. Foster" data-source="post: 3575389" data-attributes="member: 16574"><p>Sounds like your players aren't really interested in your plot (they'll say they are if you ask them, but that's probably because they want to keep you happy so you'll keep running the game and they don't have to). My guess is that they're probably there to 1) socialize and 2) "play the game" (which means, essentially, to kill stuff and harvest treasure and XP, and perhaps solve an occasional logic-puzzle) and everything else is at best secondary to and at worst a distraction from those two goals. The players are there to have fun, and if their idea of fun is socializing and killing things and taking their stuff, that's what they're going to want to do, whether your game provides for it or not.</p><p></p><p>The best solution with this type of players IMO is to roll with it and adapt your plot to their shallow short-attention-span playstyle -- throw out your house-rules, radically simplify your plots, and <em>always</em> keep the action moving at a brisk clip (if the characters are in pretty much constant danger of dying horribly <em>right now</em> the players will be less likely to get distracted -- there will still probably be lots of crosstalk and OOC chatter (since that's, probably, part of what they're there for -- if they didn't want to socialize they could play CRPGs at home) but it will tend to be more about the action in-game ("oh, man, your character is so going to get killed by that thing!" "duede! get your lazy butt over here and help me out!" etc.) rather than out-of-game stuff, which is what you want). Don't be afraid to spoonfeed the plot to them or even blatantly railroad them, so long as it keeps the action moving and the excitement level high (for example, if your intended plot was to involve the players spending several sessions investigating in town to gather clues to figure out who the bug bad guy is and where his hideout is, and then traveling across the wilderness to that place to raid it, consider skipping (or at least radically shortening) all of that investigation and travel and cutting right to the climax -- the action-heavy raid on the bad guy's lair). </p><p></p><p>Which isn't to say you should throw out your plots entirely and face the party off against random opponents and challenges by any means, because even casual players want to feel like they're accomplishing something, like they're fighting these bad guys and exploring this dungeon for a reason, and they want to build up histories (of a sort) for their characters. As long as you keep the plots simple and the action moving, you'll probably find the players becoming engaged in the plot (albeit probably in a shallower way than you might have hoped for -- they might not remember the bad guy's name or what exactly he did that was so bad, but they'll remember that they hate him and want to kill him and take his stuff!) and that should provide at least some satisfaction to you -- better they appreciate a stripped-down/dumbed-down version of your plot than fail to appreciate the full, elaborate version, right?</p><p></p><p>ETA: And I agree with fusangite</p></blockquote><p></p>
[QUOTE="T. Foster, post: 3575389, member: 16574"] Sounds like your players aren't really interested in your plot (they'll say they are if you ask them, but that's probably because they want to keep you happy so you'll keep running the game and they don't have to). My guess is that they're probably there to 1) socialize and 2) "play the game" (which means, essentially, to kill stuff and harvest treasure and XP, and perhaps solve an occasional logic-puzzle) and everything else is at best secondary to and at worst a distraction from those two goals. The players are there to have fun, and if their idea of fun is socializing and killing things and taking their stuff, that's what they're going to want to do, whether your game provides for it or not. The best solution with this type of players IMO is to roll with it and adapt your plot to their shallow short-attention-span playstyle -- throw out your house-rules, radically simplify your plots, and [i]always[/i] keep the action moving at a brisk clip (if the characters are in pretty much constant danger of dying horribly [i]right now[/i] the players will be less likely to get distracted -- there will still probably be lots of crosstalk and OOC chatter (since that's, probably, part of what they're there for -- if they didn't want to socialize they could play CRPGs at home) but it will tend to be more about the action in-game ("oh, man, your character is so going to get killed by that thing!" "duede! get your lazy butt over here and help me out!" etc.) rather than out-of-game stuff, which is what you want). Don't be afraid to spoonfeed the plot to them or even blatantly railroad them, so long as it keeps the action moving and the excitement level high (for example, if your intended plot was to involve the players spending several sessions investigating in town to gather clues to figure out who the bug bad guy is and where his hideout is, and then traveling across the wilderness to that place to raid it, consider skipping (or at least radically shortening) all of that investigation and travel and cutting right to the climax -- the action-heavy raid on the bad guy's lair). Which isn't to say you should throw out your plots entirely and face the party off against random opponents and challenges by any means, because even casual players want to feel like they're accomplishing something, like they're fighting these bad guys and exploring this dungeon for a reason, and they want to build up histories (of a sort) for their characters. As long as you keep the plots simple and the action moving, you'll probably find the players becoming engaged in the plot (albeit probably in a shallower way than you might have hoped for -- they might not remember the bad guy's name or what exactly he did that was so bad, but they'll remember that they hate him and want to kill him and take his stuff!) and that should provide at least some satisfaction to you -- better they appreciate a stripped-down/dumbed-down version of your plot than fail to appreciate the full, elaborate version, right? ETA: And I agree with fusangite [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Focusing on the Game
Top