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I'm seeking advice. How do you encourage players to talk to each other and do stuff?
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<blockquote data-quote="iserith" data-source="post: 7833799" data-attributes="member: 97077"><p>In addition to talking to them, I think it's important to develop a vision for your game and articulate that to the players before committing to a campaign. Then make sure they understand what you're going for and are bought into it.</p><p></p><p>In a plot-based adventure, it's a bit easier to be "passive." There's a storyline and you just follow it till the end. Often it's not about whether you'll get through it, but <em>how</em>. Maybe it's linear or there are some branches; otherwise, it's just going from start to finish. In that sort of scenario, the players can be more passive in my experience. The DM will present the plot points to engage with and the goal of the players and their characters is to follow the plot.</p><p></p><p>But if you're thinking of running a game wherein the action will be driven by the players rather than the plot such as in a sandbox style game, the game will tend to stall and be boring if the players don't set goals for their characters and get after it. If they are used to plot-based games, they might not know what to do in this situation and you end up with sessions like the one that is troubling you from time to time.</p><p></p><p>You may also want to review the incentives in your game for doing the sorts of things you would like to see. Are you using standard XP, milestone XP, story-based advancement? Where can they get treasure and what options do they have for spending it? By tying these things to the activities that will drive your game forward, you can use the players' desire to level up to keep things moving.</p><p></p><p>Finally, make sure that adventure is easy to find. Lots of games feature quirky, cagey NPCs that the players are supposed to interview to even find the adventure. This can get tedious and frustrating, particularly if the players are more passive. Session time is precious in my view so get to it as quickly as possible by making the routes to the action as straightforward as possible.</p></blockquote><p></p>
[QUOTE="iserith, post: 7833799, member: 97077"] In addition to talking to them, I think it's important to develop a vision for your game and articulate that to the players before committing to a campaign. Then make sure they understand what you're going for and are bought into it. In a plot-based adventure, it's a bit easier to be "passive." There's a storyline and you just follow it till the end. Often it's not about whether you'll get through it, but [I]how[/I]. Maybe it's linear or there are some branches; otherwise, it's just going from start to finish. In that sort of scenario, the players can be more passive in my experience. The DM will present the plot points to engage with and the goal of the players and their characters is to follow the plot. But if you're thinking of running a game wherein the action will be driven by the players rather than the plot such as in a sandbox style game, the game will tend to stall and be boring if the players don't set goals for their characters and get after it. If they are used to plot-based games, they might not know what to do in this situation and you end up with sessions like the one that is troubling you from time to time. You may also want to review the incentives in your game for doing the sorts of things you would like to see. Are you using standard XP, milestone XP, story-based advancement? Where can they get treasure and what options do they have for spending it? By tying these things to the activities that will drive your game forward, you can use the players' desire to level up to keep things moving. Finally, make sure that adventure is easy to find. Lots of games feature quirky, cagey NPCs that the players are supposed to interview to even find the adventure. This can get tedious and frustrating, particularly if the players are more passive. Session time is precious in my view so get to it as quickly as possible by making the routes to the action as straightforward as possible. [/QUOTE]
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I'm seeking advice. How do you encourage players to talk to each other and do stuff?
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